### 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)
ClassDB::bind_method(D_METHOD("_set_owners"), &SceneTreeDock::_set_owners);
	ClassDB::bind_method(D_METHOD("_update_script_button"), &SceneTreeDock::_update_script_button);
	ClassDB::bind_method(D_METHOD("instantiate"), &SceneTreeDock::instantiate);
	ClassDB::bind_method(D_METHOD("get_tree_editor"), &SceneTreeDock::get_tree_editor);
	ClassDB::bind_method(D_METHOD("replace_node"), &SceneTreeDock::replace_node);
	ADD_SIGNAL(MethodInfo("remote_tree_selected"));
	ADD_SIGNAL(MethodInfo("add_node_used"));
	ADD_SIGNAL(MethodInfo("node_created", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
}
SceneTreeDock *SceneTreeDock::singleton = nullptr;
void SceneTreeDock::_update_configuration_warning() {
	if (singleton) {
		MessageQueue::get_singleton()->push_callable(callable_mp(singleton->scene_tree, &SceneTreeEditor::update_warning));
	}
}
SceneTreeDock::SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data) {