### 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() >= 6) {
					line_new += starting_space + "# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `" + parts[5] + "`\n";
				}
				line_new += starting_space + base_obj + "move_and_slide()";
				if (!line.begins_with(starting_space + "move_and_slide")) {
					line = line_new + "\n" + line.substr(0, start) + "velocity" + line.substr(end + start);
				} else {
					line = line_new + line.substr(end + start);
				}
			}
		}
	}
	// 
	if (contains_function_call(line, "move_and_slide_with_(")) {
		int start = line.find("move_and_slide_with_(");
		int end = get_end_parenthesis(line.substr(start)) + 1;
		if (end > -1) {
			String base_obj = get_object_of_execution(line.substr(0, start));
			String starting_space = get_starting_space(line);
			Vector<String> parts = parse_arguments(line.substr(start, end));
			if (parts.size() >= 1) {
				String line_new;
				// 
				line_new += starting_space + base_obj + "set_velocity(" + parts[0] + ")\n";
				// 
				if (parts.size() >= 2) {
					line_new += starting_space + "# TODOConverter40 looks that  in Godot 4.0 is float, not vector like in Godot 3 - previous value `" + parts[1] + "`\n";
				}
				//