### Godot version

3.5.1, 4.0 beta 12

### System information

Arch Linux x86_64

### Issue description

Under the Perspective menu, the Perspective and Orthogonal buttons have the hotkey in parentheses beside the name, rather than tinted and off to the side like other similar buttons.

Additionally, changing the hotkey does not change the hotkey displayed in the label until the editor is restarted.

![image](https://user-images.githubusercontent.com/1994142/212991118-3a714779-ae17-4d67-92b3-2b05a8b3313f.png)

### Steps to reproduce

1. Open any project or create a new one.
2. Click on the 3D button to access the 3D view.
3. Click the Perspective drop-down.

### Minimal reproduction project

N/A
void set_preview_reset_material(Ref<Material> p_material) { preview_reset_material = p_material; }
	Ref<Material> get_preview_reset_material() const { return preview_reset_material; }
	void set_preview_material_target(ObjectID p_object_id) { preview_material_target = p_object_id; }
	ObjectID get_preview_material_target() const { return preview_material_target; }
	void set_preview_material_surface(int p_surface) { preview_material_surface = p_surface; }
	int get_preview_material_surface() const { return preview_material_surface; }
	Node3DEditorViewport *get_editor_viewport(int p_idx) {
		ERR_FAIL_INDEX_V(p_idx, static_cast<int>(VIEWPORTS_COUNT), nullptr);
		return viewports[p_idx];
	}
	void add_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
	void remove_gizmo_plugin(Ref<EditorNode3DGizmoPlugin> p_plugin);
	void edit(Node3D *p_spatial);
	void clear();
	Node3DEditor();
	~Node3DEditor();
};
class Node3DEditorPlugin : public EditorPlugin {
	GDCLASS(Node3DEditorPlugin, EditorPlugin);
	Node3DEditor *spatial_editor = nullptr;
public:
	Node3DEditor *get_spatial_editor() { return spatial_editor; }
	virtual String get_name() const override { return "3D"; }
	bool has_main_screen() const override { return true; }
	virtual void make_visible(bool p_visible) override;
	virtual void edit(Object *p_object) override;
	virtual bool handles(Object *p_object) const override;
	virtual Dictionary get_state() const override;
	virtual void set_state(const Dictionary &p_state) override;
	virtual void clear() override { spatial_editor->clear(); }