### Godot version

v4.0.stable.official [92bee43ad]

### System information

Windows 10

### Issue description

This Godot 3 line

```gdscript
assert(r.hash() == {"a":1, "b":2}.hash())
```

was converted to this:

```gdscript
assert(r.hash() == {"a":1) #,"b":2}.hash())
```

For some reason `) #` is added after `1`.

### Steps to reproduce

Just converting Godot 3 project containing the line to Godot 4.

### Minimal reproduction project

N/A
if (parts.size() >= 3) {
					line = line.substr(0, start) + "Connect(" + parts[0] + ", new Callable(" + parts[1] + ", " + parts[2] + ")" + connect_arguments(parts, 3) + ")" + line.substr(end + start);
				}
			}
		}
	}
	// 
	if (line.contains("Disconnect(")) {
		int start = line.find("Disconnect(");
		int end = get_end_parenthesis(line.substr(start)) + 1;
		if (end > -1) {
			Vector<String> parts = parse_arguments(line.substr(start, end));
			if (parts.size() == 3) {
				line = line.substr(0, start) + "Disconnect(" + parts[0] + ", new Callable(" + parts[1] + ", " + parts[2] + "))" + line.substr(end + start);
			}
		}
	}
	// 
	if (line.contains("IsConnected(")) {
		int start = line.find("IsConnected(");
		int end = get_end_parenthesis(line.substr(start)) + 1;
		if (end > -1) {
			Vector<String> parts = parse_arguments(line.substr(start, end));
			if (parts.size() == 3) {
				line = line.substr(0, start) + "IsConnected(" + parts[0] + ", new Callable(" + parts[1] + ", " + parts[2] + "))" + line.substr(end + start);
			}
		}
	}
}
void ProjectConverter3To4::rename_csharp_functions(Vector<SourceLine> &source_lines, const RegExContainer &reg_container) {