### 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)
Node *node = get_node(p_to);
	ERR_FAIL_COND(!node);
	if (scene_tree->get_scene_tree()->get_drop_mode_flags() & Tree::DROP_MODE_INBETWEEN) {
		
		int to_pos = -1;
		_normalize_drop(node, to_pos, p_type);
		_perform_instantiate_scenes(p_files, node, to_pos);
	} else {
		String res_path = p_files[0];
		StringName res_type = EditorFileSystem::get_singleton()->get_file_type(res_path);
		List<String> valid_properties;
		List<PropertyInfo> pinfo;
		node->get_property_list(&pinfo);
		for (const PropertyInfo &p : pinfo) {
			if (!(p.usage & PROPERTY_USAGE_EDITOR) || !(p.usage & PROPERTY_USAGE_STORAGE) || p.hint != PROPERTY_HINT_RESOURCE_TYPE) {
				continue;
			}
			Vector<String> valid_types = p.hint_string.split(",");
			for (const String &prop_type : valid_types) {
				if (res_type == prop_type || ClassDB::is_parent_class(res_type, prop_type) || EditorNode::get_editor_data().script_class_is_parent(res_type, prop_type)) {
					valid_properties.push_back(p.name);
					break;
				}
			}
		}
		if (valid_properties.size() > 1) {
			property_drop_node = node;