### Godot version

4.1.stable.flathub

### System information

Ubuntu 22

### Issue description

I'm converting my project and just caught the version 4.0 in _`"to work in Godot 4.0"`_ instead of current version. I'm not sure if it's intended but I feel like it would make more sense to have current version or just 4.x

![image](https://github.com/godotengine/godot/assets/14089949/03411389-c0c2-4527-8946-b1fdf348abe8)


### Steps to reproduce

Try converting a project to Godot 4 from Godot 3

### Minimal reproduction project

Default Godot 3 project opened with Godot 4
// This method must be called before calling `get_tree()->qu()`.
	// Otherwise, s effect won't be visible
	// Dim the project manager window while 's quting to make  clearer that 's busy.
	// No transion is applied, as the effect needs to be visible immediately
	float c = 0.5f;
	Color dim_color = Color(c, c, c);
	set_modulate(dim_color);
}
void ProjectManager::_update_project_buttons() {
	Vector<ProjectList::Item> selected_projects = _project_list->get_selected_projects();
	bool empty_selection = selected_projects.is_empty();
	bool is_missing_project_selected = false;
	for (int i = 0; i < selected_projects.size(); ++i) {
		if (selected_projects[i].missing) {
			is_missing_project_selected = true;
			break;
		}
	}
	erase_btn->set_disabled(empty_selection);
	open_btn->set_disabled(empty_selection || is_missing_project_selected);
	rename_btn->set_disabled(empty_selection || is_missing_project_selected);
	manage_tags_btn->set_disabled(empty_selection || is_missing_project_selected || selected_projects.size() > 1);
	run_btn->set_disabled(empty_selection || is_missing_project_selected);
	erase_missing_btn->set_disabled(!_project_list->is_any_project_missing());
}
void ProjectManager::shortcut_input(const Ref<InputEvent> &p_ev) {