### 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)
Vector<StringName> cant_be_set_unique_names;
				for (Node *node : full_selection) {
					if (node->is_unique_name_in_owner()) {
						continue;
					}
					StringName name = node->get_name();
					if (new_unique_names.find(name) != -1 || get_tree()->get_edited_scene_root()->get_node_or_null(UNIQUE_NODE_PREFIX + String(name)) != nullptr) {
						cant_be_set_unique_names.push_back(name);
					} else {
						new_unique_nodes.push_back(node);
						new_unique_names.push_back(name);
					}
				}
				if (new_unique_nodes.size()) {
					undo_redo->create_action(TTR("Enable Scene Unique Name(s)"));
					for (Node *node : new_unique_nodes) {
						undo_redo->add_do_method(node, "set_unique_name_in_owner", true);
						undo_redo->add_undo_method(node, "set_unique_name_in_owner", false);
					}
					undo_redo->commit_action();
				}
				if (cant_be_set_unique_names.size()) {
					String popup_text = TTR("Unique names already used by another node in the scene:");
					popup_text += "\n";
					for (StringName name : cant_be_set_unique_names) {
						popup_text += "\n" + String(name);
					}
					accept->set_text(popup_text);
					accept->popup_centered();
				}