### 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 *target_node = p_root_node->get_node_or_null(r_node_path);
	ERR_FAIL_NULL_V_MSG(target_node, false, "Found invalid node path '" + String(r_node_path) + "' on node '" + String(scene_root->get_path_to(p_root_node)) + "'");
	
	HashMap<Node *, NodePath>::Iterator found_node_path = p_renames->find(target_node);
	if (found_node_path) {
		HashMap<Node *, NodePath>::Iterator found_root_path = p_renames->find(p_root_node);
		NodePath root_path_new = found_root_path ? found_root_path->value : p_root_node->get_path();
		r_node_path = root_path_new.rel_path_to(found_node_path->value);
		return true;
	}
	
	HashMap<Node *, NodePath>::Iterator found_root_path = p_renames->find(p_root_node);
	if (found_root_path) {
		NodePath root_path_new = found_root_path->value;
		if (!root_path_new.is_empty()) {
			NodePath old_abs_path = NodePath(String(p_root_node->get_path()).path_join(r_node_path));
			old_abs_path.simplify();
			r_node_path = root_path_new.rel_path_to(old_abs_path);
		}
		return true;
	}
	return false;
}
bool SceneTreeDock::_check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames) const {