### 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)
scene_tree->set_as_scene_tree_dock();
	scene_tree->set_editor_selection(editor_selection);
	create_dialog = memnew(CreateDialog);
	create_dialog->set_base_type("Node");
	add_child(create_dialog);
	create_dialog->connect("create", callable_mp(this, &SceneTreeDock::_create));
	create_dialog->connect("favorites_updated", callable_mp(this, &SceneTreeDock::_update_create_root_dialog));
#ifdef MODULE_REGEX_ENABLED
	rename_dialog = memnew(RenameDialog(scene_tree));
	add_child(rename_dialog);
#endif 
	script_create_dialog = memnew(ScriptCreateDialog);
	script_create_dialog->set_inheritance_base_type("Node");
	add_child(script_create_dialog);
	shader_create_dialog = memnew(ShaderCreateDialog);
	add_child(shader_create_dialog);
	reparent_dialog = memnew(ReparentDialog);
	add_child(reparent_dialog);
	reparent_dialog->connect("reparent", callable_mp(this, &SceneTreeDock::_node_reparent));
	accept = memnew(AcceptDialog);
	add_child(accept);
	quick_open = memnew(EditorQuickOpen);
	add_child(quick_open);
	quick_open->connect("quick_open", callable_mp(this, &SceneTreeDock::_quick_open));
	set_process_shortcut_input(true);
	delete_dialog = memnew(ConfirmationDialog);
	add_child(delete_dialog);
	delete_dialog->connect("confirmed", callable_mp(this, &SceneTreeDock::_delete_confirm).bind(false));
	editable_instance_remove_dialog = memnew(ConfirmationDialog);
	add_child(editable_instance_remove_dialog);