### 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
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
	bool _create_instance(Node *parent, String &path, const Point2 &p_point);
	void _perform_drop_data();
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
	void _project_settings_changed();
	Transform3D _compute_transform(TransformMode p_mode, const Transform3D &p_original, const Transform3D &p_original_local, Vector3 p_motion, double p_extra, bool p_local, bool p_orthogonal);
	void begin_transform(TransformMode p_mode, bool instant);
	void commit_transform();
	void update_transform(Point2 p_mousepos, bool p_shift);
	void finish_transform();
	void register_shortcut_action(const String &p_path, const String &p_name, Key p_keycode);
	void shortcut_changed_callback(const Ref<Shortcut> p_shortcut, const String &p_shortcut_path);
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	void update_surface() { surface->queue_redraw(); }
	void update_transform_gizmo_view();
	void set_can_preview(Camera3D *p_preview);
	void set_state(const Dictionary &p_state);
	Dictionary get_state() const;
	void reset();
	bool is_freelook_active() const { return freelook_active; }
	void focus_selection();
	void assign_pending_data_pointers(
			Node3D *p_preview_node,
			AABB *p_preview_bounds,
			AcceptDialog *p_accept);
	SubViewport *get_viewport_node() { return viewport; }