### Godot version

3.5.1, 4.0 beta 12

### System information

Arch Linux x86_64

### Issue description

Under the Perspective menu, the Perspective and Orthogonal buttons have the hotkey in parentheses beside the name, rather than tinted and off to the side like other similar buttons.

Additionally, changing the hotkey does not change the hotkey displayed in the label until the editor is restarted.

![image](https://user-images.githubusercontent.com/1994142/212991118-3a714779-ae17-4d67-92b3-2b05a8b3313f.png)

### Steps to reproduce

1. Open any project or create a new one.
2. Click on the 3D button to access the 3D view.
3. Click the Perspective drop-down.

### Minimal reproduction project

N/A
Dictionary get_state() const;
	void set_state(const Dictionary &p_state);
	Ref<Environment> get_viewport_environment() { return viewport_environment; }
	void add_control_to_menu_panel(Control *p_control);
	void remove_control_from_menu_panel(Control *p_control);
	void add_control_to_left_panel(Control *p_control);
	void remove_control_from_left_panel(Control *p_control);
	void add_control_to_right_panel(Control *p_control);
	void remove_control_from_right_panel(Control *p_control);
	void move_control_to_left_panel(Control *p_control);
	void move_control_to_right_panel(Control *p_control);
	VSplitContainer *get_shader_split();
	Node3D *get_single_selected_node() { return selected; }
	bool is_current_selected_gizmo(const EditorNode3DGizmo *p_gizmo);
	bool is_subgizmo_selected(int p_id);
	Vector<int> get_subgizmo_selection();
	Ref<EditorNode3DGizmo> get_current_hover_gizmo() const { return current_hover_gizmo; }
	void set_current_hover_gizmo(Ref<EditorNode3DGizmo> p_gizmo) { current_hover_gizmo = p_gizmo; }
	void set_current_hover_gizmo_handle(int p_id, bool p_secondary) {
		current_hover_gizmo_handle = p_id;
		current_hover_gizmo_handle_secondary = p_secondary;
	}
	int get_current_hover_gizmo_handle(bool &r_secondary) const {
		r_secondary = current_hover_gizmo_handle_secondary;
		return current_hover_gizmo_handle;
	}
	void set_can_preview(Camera3D *p_preview);
	void set_preview_material(Ref<Material> p_material) { preview_material = p_material; }
	Ref<Material> get_preview_material() { return preview_material; }