### 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)
if (p_node->get_owner() == p_base && p_node != p_root) {
		Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
		switch (p_mode) {
			case MODE_BIDI: {
				bool disable_unique = p_node->is_unique_name_in_owner() && p_root->get_node_or_null(UNIQUE_NODE_PREFIX + String(p_node->get_name())) != nullptr;
				if (disable_unique) {
					
					undo_redo->add_do_method(p_node, "set_unique_name_in_owner", false);
				}
				undo_redo->add_do_method(p_node, "set_owner", p_root);
				undo_redo->add_undo_method(p_node, "set_owner", p_base);
				if (disable_unique) {
					
					undo_redo->add_undo_method(p_node, "set_unique_name_in_owner", true);
				}
			} break;
			case MODE_DO: {
				undo_redo->add_do_method(p_node, "set_owner", p_root);
			} break;
			case MODE_UNDO: {
				undo_redo->add_undo_method(p_node, "set_owner", p_root);
			} break;
		}
	}
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_node_replace_owner(p_base, p_node->get_child(i), p_root, p_mode);
	}
}
void SceneTreeDock::_load_request(const String &p_path) {