### 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)
}
			ERR_FAIL_MSG("Script does not extend Node-derived type.");
		}
		new_node->set_name(Node::adjust_name_casing(p_file.get_file().get_basename()));
		new_node->set_script(scr);
		undo_redo->create_action(TTR("Instantiate Script"));
		undo_redo->add_do_method(n, "add_child", new_node, true);
		undo_redo->add_do_method(new_node, "set_owner", edited_scene);
		undo_redo->add_do_method(editor_selection, "clear");
		undo_redo->add_do_method(editor_selection, "add_node", new_node);
		undo_redo->add_do_reference(new_node);
		undo_redo->add_undo_method(n, "remove_child", new_node);
		EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
		undo_redo->add_do_method(ed, "live_debug_create_node", edited_scene->get_path_to(n), new_node->get_class(), new_node->get_name());
		undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(edited_scene->get_path_to(n)).path_join(new_node->get_name())));
		undo_redo->commit_action();
	} else {
		undo_redo->create_action(TTR("Attach Script"), UndoRedo::MERGE_DISABLE, n);
		undo_redo->add_do_method(InspectorDock::get_singleton(), "store_script_properties", n);
		undo_redo->add_undo_method(InspectorDock::get_singleton(), "store_script_properties", n);
		undo_redo->add_do_method(n, "set_script", scr);
		undo_redo->add_undo_method(n, "set_script", n->get_script());
		undo_redo->add_do_method(InspectorDock::get_singleton(), "apply_script_properties", n);
		undo_redo->add_undo_method(InspectorDock::get_singleton(), "apply_script_properties", n);
		undo_redo->add_do_method(this, "_update_script_button");
		undo_redo->add_undo_method(this, "_update_script_button");
		undo_redo->commit_action();
	}
}
void SceneTreeDock::_nodes_dragged(Array p_nodes, NodePath p_to, int p_type) {