### 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)
shader_create_dialog->disconnect("shader_created", callable_mp(this, &SceneTreeDock::_shader_created));
	shader_create_dialog->disconnect("confirmed", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
	shader_create_dialog->disconnect("cancelled", callable_mp(this, &SceneTreeDock::_shader_creation_closed));
}
void SceneTreeDock::_toggle_editable_children_from_selection() {
	List<Node *> selection = editor_selection->get_selected_node_list();
	List<Node *>::Element *e = selection.front();
	if (e) {
		_toggle_editable_children(e->get());
	}
}
void SceneTreeDock::_toggle_placeholder_from_selection() {
	List<Node *> selection = editor_selection->get_selected_node_list();
	List<Node *>::Element *e = selection.front();
	if (e) {
		Node *node = e->get();
		if (node) {
			_toggle_editable_children(node);
			bool placeholder = node->get_scene_instance_load_placeholder();
			placeholder = !placeholder;
			node->set_scene_instance_load_placeholder(placeholder);
			scene_tree->update_tree();
		}
	}
}
void SceneTreeDock::_toggle_editable_children(Node *p_node) {