### Godot version

3.5.1, 4.0 beta 10

### System information

Windows 10

### Issue description

I tried to set a shortcut for `Reparent to New Node`, but the shortcut doesn't trigger. As it's closest neighbour, I tried setting the same shortcut for `Reparent` without problems.

### Steps to reproduce

* Set editor shortcut for `Reparent to New Node` (I set it as Ctrl+G as to group nodes together, but anything is fine - it's not about conflicting shortcut)
* Select a node and press your chosen hotkey

### Minimal reproduction project

N/A (any project is fine, requires modifying editor settings anyway)
Node *new_parent = p_new_parent;
	ERR_FAIL_COND(!new_parent);
	if (p_nodes.size() == 0) {
		return; 
	}
	p_nodes.sort_custom<Node::Comparator>(); 
	bool no_change = true;
	for (int ni = 0; ni < p_nodes.size(); ni++) {
		if (p_nodes[ni] == p_new_parent) {
			return; 
		}
		if (p_nodes[ni]->get_parent() != p_new_parent || p_position_in_parent + ni != p_nodes[ni]->get_index()) {
			no_change = false;
		}
	}
	if (no_change) {
		return; 
	}
	Node *validate = new_parent;
	while (validate) {
		ERR_FAIL_COND_MSG(p_nodes.has(validate), "Selection changed at some point. Can't reparent.");
		validate = validate->get_parent();
	}
	
	p_nodes.sort_custom<Node::Comparator>();
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(TTR("Reparent Node"), UndoRedo::MERGE_DISABLE, p_nodes[0]);
	HashMap<Node *, NodePath> path_renames;
	Vector<StringName> former_names;