### 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)
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
			scene_tree->set_auto_expand_selected(EDITOR_GET("docks/scene_tree/auto_expand_to_selected"), false);
			button_add->set_icon(get_theme_icon(SNAME("Add"), SNAME("EditorIcons")));
			button_instance->set_icon(get_theme_icon(SNAME("Instance"), SNAME("EditorIcons")));
			button_create_script->set_icon(get_theme_icon(SNAME("ScriptCreate"), SNAME("EditorIcons")));
			button_detach_script->set_icon(get_theme_icon(SNAME("ScriptRemove"), SNAME("EditorIcons")));
			button_tree_menu->set_icon(get_theme_icon(SNAME("GuiTabMenuHl"), SNAME("EditorIcons")));
			button_2d->set_icon(get_theme_icon(SNAME("Node2D"), SNAME("EditorIcons")));
			button_3d->set_icon(get_theme_icon(SNAME("Node3D"), SNAME("EditorIcons")));
			button_ui->set_icon(get_theme_icon(SNAME("Control"), SNAME("EditorIcons")));
			button_custom->set_icon(get_theme_icon(SNAME("Add"), SNAME("EditorIcons")));
			button_clipboard->set_icon(get_theme_icon(SNAME("ActionPaste"), SNAME("EditorIcons")));
			filter->set_right_icon(get_theme_icon(SNAME("Search"), SNAME("EditorIcons")));
			filter->set_clear_button_enabled(true);
		} break;
		case NOTIFICATION_PROCESS: {
			bool show_create_root = bool(EDITOR_GET("interface/editors/show_scene_tree_root_selection")) && get_tree()->get_edited_scene_root() == nullptr;
			if (show_create_root != create_root_dialog->is_visible_in_tree() && !remote_tree->is_visible()) {
				if (show_create_root) {
					create_root_dialog->show();
					scene_tree->hide();
				} else {
					create_root_dialog->hide();
					scene_tree->show();
				}
			}
		} break;
	}
}
void SceneTreeDock::_node_replace_owner(Node *p_base, Node *p_node, Node *p_root, ReplaceOwnerMode p_mode) {