### 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)
#include "scene/property_utils.h"
#include "scene/resources/packed_scene.h"
#include "servers/display_server.h"
#include "servers/rendering_server.h"
#include "modules/modules_enabled.gen.h" 
#ifdef MODULE_REGEX_ENABLED
#include "editor/rename_dialog.h"
#endif 
void SceneTreeDock::_nodes_drag_begin() {
	pending_click_select = nullptr;
}
void SceneTreeDock::_quick_open() {
	instantiate_scenes(quick_open->get_selected_files(), scene_tree->get_selected());
}
void SceneTreeDock::input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && (mb->get_button_index() == MouseButton::LEFT || mb->get_button_index() == MouseButton::RIGHT)) {
		if (mb->is_pressed() && scene_tree->get_rect().has_point(scene_tree->get_local_mouse_position())) {
			tree_clicked = true;
		} else if (!mb->is_pressed()) {
			tree_clicked = false;
		}
		if (!mb->is_pressed() && pending_click_select) {
			_push_item(pending_click_select);
			pending_click_select = nullptr;
		}
	}
}
void SceneTreeDock::shortcut_input(const Ref<InputEvent> &p_event) {