### 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)
List<PropertyInfo> properties;
	p_base->get_property_list(&properties);
	for (const PropertyInfo &E : properties) {
		if (!(E.usage & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR))) {
			continue;
		}
		String propertyname = E.name;
		Variant old_variant = p_base->get(propertyname);
		Variant updated_variant = old_variant;
		if (_check_node_path_recursive(p_base, updated_variant, p_renames)) {
			Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
			undo_redo->add_do_property(p_base, propertyname, updated_variant);
			undo_redo->add_undo_property(p_base, propertyname, old_variant);
			p_base->set(propertyname, updated_variant);
		}
	}
	bool autorename_animation_tracks = bool(EDITOR_GET("editors/animation/autorename_animation_tracks"));
	if (autorename_animation_tracks && Object::cast_to<AnimationPlayer>(p_base)) {
		AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_base);
		List<StringName> anims;
		ap->get_animation_list(&anims);
		Node *root = ap->get_node(ap->get_root());
		if (root) {
			HashMap<Node *, NodePath>::Iterator found_root_path = p_renames->find(root);
			NodePath new_root_path = found_root_path ? found_root_path->value : root->get_path();
			if (!new_root_path.is_empty()) { 
				for (const StringName &E : anims) {
					Ref<Animation> anim = ap->get_animation(E);
					if (!r_rem_anims->has(anim)) {
						r_rem_anims->insert(anim, HashSet<int>());