### 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.
Vector<String> collected_files = Vector<String>();
	Vector<String> directories_to_check = Vector<String>();
	directories_to_check.push_back("res://");
	while (!directories_to_check.is_empty()) {
		String path = directories_to_check.get(directories_to_check.size() - 1); 
		directories_to_check.resize(directories_to_check.size() - 1); 
		Ref<DirAccess> dir = DirAccess::open(path);
		if (dir.is_valid()) {
			dir->set_include_hidden(true);
			dir->list_dir_begin();
			String current_dir = dir->get_current_dir();
			String file_name = dir->_get_next();
			while (file_name != "") {
				if (file_name == ".git" || file_name == ".godot") {
					file_name = dir->_get_next();
					continue;
				}
				if (dir->current_is_dir()) {
					directories_to_check.append(current_dir.path_join(file_name) + "/");
				} else {
					bool proper_extension = false;
					if (file_name.ends_with(".gd") || file_name.ends_with(".shader") || file_name.ends_with(".gdshader") || file_name.ends_with(".tscn") || file_name.ends_with(".tres") || file_name.ends_with(".godot") || file_name.ends_with(".cs") || file_name.ends_with(".csproj") || file_name.ends_with(".import"))
						proper_extension = true;
					if (proper_extension) {