### 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)
for (Node *E : node_clipboard) {
		memdelete(E);
	}
	node_clipboard.clear();
	clipboard_resource_remap.clear();
}
void SceneTreeDock::_create_remap_for_node(Node *p_node, HashMap<Ref<Resource>, Ref<Resource>> &r_remap) {
	List<PropertyInfo> props;
	p_node->get_property_list(&props);
	Vector<SceneState::PackState> states_stack;
	bool states_stack_ready = false;
	for (const PropertyInfo &E : props) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		Variant v = p_node->get(E.name);
		if (v.is_ref_counted()) {
			Ref<Resource> res = v;
			if (res.is_valid()) {
				if (!states_stack_ready) {
					states_stack = PropertyUtils::get_node_states_stack(p_node);
					states_stack_ready = true;
				}
				bool is_valid_default = false;
				Variant orig = PropertyUtils::get_property_default_value(p_node, E.name, &is_valid_default, &states_stack);
				if (is_valid_default && !PropertyUtils::is_property_value_different(v, orig)) {
					continue;
				}