### Godot version

v4.0.3.rc2.official [2ac4e3bb3]

### System information

Windows 10

### Issue description

It seems that joypad button numbers are changed in Godot 4. The Godot 3->4 conversion doesn't change the button numbers.

This Godot 3 Input Map:

![kuva](https://github.com/godotengine/godot/assets/49998025/86a7db2a-b5b5-48a3-84f9-999de1ed584a)

is converted to this:

![kuva](https://github.com/godotengine/godot/assets/49998025/30ef5803-0559-4408-b0ac-e878bf167ff7)

It seems that only buttons 0-3 are same in Godot 3 and 4:

![kuva](https://github.com/godotengine/godot/assets/49998025/37818929-9582-4a11-bdbe-617fd51dd501)


### Steps to reproduce

Convert any Godot 3 project having joypad buttons assigned to inputs.

### Minimal reproduction project

[conv_test.zip](https://github.com/godotengine/godot/files/11525027/conv_test.zip)

// 
					TypedArray<RegExMatch> reg_match = reg_container.class_regexes[current_index]->search_all(line);
					if (reg_match.size() > 0) {
						found_renames.append(line_formatter(current_line, RenamesMap3To4::class_renames[current_index][0], RenamesMap3To4::class_renames[current_index][1], old_line));
					}
					// 
					if (found_ignored_items) {
						line = reg_container.class_temp_tscn.sub(line, reg_container.class_temp_tscn_renames[current_index], true);
						line = reg_container.class_temp_gd.sub(line, reg_container.class_temp_gd_renames[current_index], true);
						line = reg_container.class_temp_shader.sub(line, reg_container.class_temp_shader_renames[current_index], true);
					}
				}
			}
		}
		current_line++;
	}
	return found_renames;
}
void ProjectConverter3To4::rename_gdscript_functions(Vector<SourceLine> &source_lines, const RegExContainer &reg_container, bool builtin) {
	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) {
			process_gdscript_line(line, reg_container, builtin);
		}
	}
};
Vector<String> ProjectConverter3To4::check_for_rename_gdscript_functions(Vector<String> &lines, const RegExContainer &reg_container, bool builtin) {