### 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
if (!grid_enable[a]) {
			continue; /
		}
		int b = (a + 1) % 3;
		int c = (a + 2) % 3;
		Vector3 normal;
		normal[c] = 1.0;
		real_t camera_distance = Math::abs(camera_position[c]);
		if (orthogonal) {
			camera_distance = camera->get_size() / 2.0;
			Vector3 camera_direction = -camera->get_global_transform().get_basis().get_column(2);
			Plane grid_plane = Plane(normal);
			Vector3 intersection;
			if (grid_plane.intersects_ray(camera_position, camera_direction, &intersection)) {
				camera_position = intersection;
			}
		}
		real_t division_level = Math::log(Math::abs(camera_distance)) / Math::log((double)primary_grid_steps) + division_level_bias;
		real_t clamped_division_level = CLAMP(division_level, division_level_min, division_level_max);
		real_t division_level_floored = Math::floor(clamped_division_level);
		real_t division_level_decimals = clamped_division_level - division_level_floored;
		real_t small_step_size = Math::pow(primary_grid_steps, division_level_floored);
		real_t large_step_size = small_step_size * primary_grid_steps;
		real_t center_a = large_step_size * (int)(camera_position[a] / large_step_size);
		real_t center_b = large_step_size * (int)(camera_position[b] / large_step_size);
		real_t bgn_a = center_a - grid_size * small_step_size;
		real_t end_a = center_a + grid_size * small_step_size;
		real_t bgn_b = center_b - grid_size * small_step_size;
		real_t end_b = center_b + grid_size * small_step_size;
		real_t fade_size = Math::pow(primary_grid_steps, division_level - 1.0);