### 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)
}
			[[fallthrough]];
		case TOOL_NEW: {
			if (!profile_allow_editing) {
				break;
			}
			if (reset_create_dialog && !p_confirm_override) {
				create_dialog->set_base_type("Node");
				reset_create_dialog = false;
			}
			
			Node *current_edited_scene_root = EditorNode::get_singleton()->get_edited_scene();
			if (current_edited_scene_root) {
				String root_class = current_edited_scene_root->get_class_name();
				static Vector<String> preferred_types;
				if (preferred_types.is_empty()) {
					preferred_types.push_back("Control");
					preferred_types.push_back("Node2D");
					preferred_types.push_back("Node3D");
				}
				for (int i = 0; i < preferred_types.size(); i++) {
					if (ClassDB::is_parent_class(root_class, preferred_types[i])) {
						create_dialog->set_preferred_search_result_type(preferred_types[i]);
						break;
					}
				}
			}
			create_dialog->popup_create(true);
			if (!p_confirm_override) {
				emit_signal(SNAME("add_node_used"));