### 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)
undo_redo->add_do_method(ed, "live_debug_create_node", edited_scene->get_path_to(p_parent), child->get_class(), new_name);
		undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(edited_scene->get_path_to(p_parent)).path_join(new_name)));
	} else {
		undo_redo->add_do_method(EditorNode::get_singleton(), "set_edited_scene", child);
		undo_redo->add_do_method(scene_tree, "update_tree");
		undo_redo->add_do_reference(child);
		undo_redo->add_undo_method(EditorNode::get_singleton(), "set_edited_scene", (Object *)nullptr);
	}
	undo_redo->commit_action();
	_push_item(c);
	editor_selection->clear();
	editor_selection->add_node(child);
	if (Object::cast_to<Control>(c)) {
		
		Control *ct = Object::cast_to<Control>(c);
		Size2 ms = ct->get_minimum_size();
		if (ms.width < 4) {
			ms.width = 40;
		}
		if (ms.height < 4) {
			ms.height = 40;
		}
		if (ct->is_layout_rtl()) {
			ct->set_position(ct->get_position() - Vector2(ms.x, 0));
		}
		ct->set_size(ms);
	}
	emit_signal(SNAME("node_created"), c);
}
void SceneTreeDock::_create() {