### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

The project converter injects `) #` into asserts to remove the message:

```
    assert(false) #,"Invalid type for gamepad input.")
        assert(action in device_actions) #,"pairs contained action not in controls: %s" % action)
        assert(len(q) == 2) #,"Each pair should have two directions.")
```

The [implementation in project_converter_3_to_4.cpp](https://github.com/godotengine/godot/blob/3695fe5a573678c6491a6a33f19f9329d3256a48/editor/project_converter_3_to_4.cpp#L2021-L2031) comments:

>  assert(speed < 20, str(randi()%10))  ->  assert(speed < 20) #,str(randi()%10))    GDScript - GDScript bug constant message

However, after #62695, asserts are able to have nonconstant messages again. So I think this step should be removed from the project converter.

### Steps to reproduce

1. Write asserts with a message in Godot 3.5
2. Open that project in Godot 4
3. Allow the project converter to run

You can use the assert from the comment:
```
	var speed = 30
	assert(speed < 20, str(randi()%10))
```
Put it in both Godot 3.5 and 4.0. I confirmed that it works in 4.0.3.

### Minimal reproduction project

Repro steps are trivial.
}
			} else {
				ERR_PRINT(file_name + " is not supported!");
				continue;
			}
			for (SourceLine &source_line : source_lines) {
				if (source_line.is_comment) {
					continue;
				}
				String &line = source_line.line;
				if (uint64_t(line.length()) > maximum_line_length) {
					ignored_lines += 1;
				}
			}
		} else {
			reason.append(vformat("    ERROR: File has exceeded the maximum size allowed - %d KB", maximum_file_size / 1024));
			is_ignored = true;
		}
		uint64_t end_time = Time::get_singleton()->get_ticks_msec();
		if (is_ignored) {
			String end_message = vformat("    Checking file took %d ms.", end_time - start_time);
			print_line(end_message);
		} else {
			String file_content_after = collect_string_from_vector(source_lines);
			uint64_t hash_after = file_content_after.hash64();
			
			
			if (hash_before != hash_after || file_name.ends_with(".gdshader")) {
				converted_files++;
				Ref<FileAccess> file = FileAccess::open(file_name, FileAccess::WRITE);