### 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)
}
		}
		instantiated_scene->set_scene_file_path(ProjectSettings::get_singleton()->localize_path(p_files[i]));
		instances.push_back(instantiated_scene);
	}
	if (error) {
		for (int i = 0; i < instances.size(); i++) {
			memdelete(instances[i]);
		}
		return;
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(TTR("Instantiate Scene(s)"));
	for (int i = 0; i < instances.size(); i++) {
		Node *instantiated_scene = instances[i];
		undo_redo->add_do_method(parent, "add_child", instantiated_scene, true);
		if (p_pos >= 0) {
			undo_redo->add_do_method(parent, "move_child", instantiated_scene, p_pos + i);
		}
		undo_redo->add_do_method(instantiated_scene, "set_owner", edited_scene);
		undo_redo->add_do_method(editor_selection, "clear");
		undo_redo->add_do_method(editor_selection, "add_node", instantiated_scene);
		undo_redo->add_do_reference(instantiated_scene);
		undo_redo->add_undo_method(parent, "remove_child", instantiated_scene);
		String new_name = parent->validate_child_name(instantiated_scene);
		EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
		undo_redo->add_do_method(ed, "live_debug_instantiate_node", edited_scene->get_path_to(parent), p_files[i], new_name);
		undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(edited_scene->get_path_to(parent)).path_join(new_name)));
	}
	undo_redo->commit_action();