### 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)
accept->set_text(TTR("Can't save a branch which is a child of an already instantiated scene.\nTo save this branch into its own scene, open the original scene, right click on this branch, and select \"Save Branch as Scene\"."));
				accept->popup_centered();
				break;
			}
			if (scene->get_scene_inherited_state().is_valid() && scene->get_scene_inherited_state()->find_node_by_path(scene->get_path_to(tocopy)) >= 0) {
				accept->set_text(TTR("Can't save a branch which is part of an inherited scene.\nTo save this branch into its own scene, open the original scene, right click on this branch, and select \"Save Branch as Scene\"."));
				accept->popup_centered();
				break;
			}
			new_scene_from_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
			List<String> extensions;
			Ref<PackedScene> sd = memnew(PackedScene);
			ResourceSaver::get_recognized_extensions(sd, &extensions);
			new_scene_from_dialog->clear_filters();
			for (int i = 0; i < extensions.size(); i++) {
				new_scene_from_dialog->add_filter("*." + extensions[i], extensions[i].to_upper());
			}
			String existing;
			if (extensions.size()) {
				String root_name(tocopy->get_name());
				root_name = EditorNode::adjust_scene_name_casing(root_name);
				existing = root_name + "." + extensions.front()->get().to_lower();
			}
			new_scene_from_dialog->set_current_path(existing);
			new_scene_from_dialog->set_title(TTR("Save New Scene As..."));
			new_scene_from_dialog->popup_file_dialog();
		} break;
		case TOOL_COPY_NODE_PATH: {
			List<Node *> selection = editor_selection->get_selected_node_list();
			List<Node *>::Element *e = selection.front();