### 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)
n->get_property_list(&pinfo);
		for (const PropertyInfo &E : pinfo) {
			if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
				continue;
			}
			if (default_oldnode->get(E.name) != n->get(E.name)) {
				newnode->set(E.name, n->get(E.name));
			}
		}
		memdelete(default_oldnode);
	}
	_push_item(nullptr);
	
	List<MethodInfo> sl;
	n->get_signal_list(&sl);
	for (const MethodInfo &E : sl) {
		List<Object::Connection> cl;
		n->get_signal_connection_list(E.name, &cl);
		for (const Object::Connection &c : cl) {
			if (!(c.flags & Object::CONNECT_PERSIST)) {
				continue;
			}
			newnode->connect(c.signal.get_name(), c.callable, Object::CONNECT_PERSIST);
		}
	}
	String newname = n->get_name();
	List<Node *> to_erase;
	for (int i = 0; i < n->get_child_count(); i++) {
		if (n->get_child(i)->get_owner() == nullptr && n->is_owned_by_parent()) {
			to_erase.push_back(n->get_child(i));