### 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
line = reg_container.keyword_csharp_remotesync.sub(line, "[RPC(MultiplayerAPI.RPCMode.AnyPeer, CallLocal = true)]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[RemoteSync]", "[RPC(MultiplayerAPI.RPCMode.AnyPeer, CallLocal = true)]", line));
			}
			old = line;
			line = reg_container.keyword_csharp_puppet.sub(line, "[RPC]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[Puppet]", "[RPC]", line));
			}
			old = line;
			line = reg_container.keyword_csharp_puppetsync.sub(line, "[RPC(CallLocal = true)]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[PuppetSync]", "[RPC(CallLocal = true)]", line));
			}
			old = line;
			line = reg_container.keyword_csharp_master.sub(line, "[RPC]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[Master]", "[RPC]", line));
			}
			old = line;
			line = reg_container.keyword_csharp_mastersync.sub(line, "[RPC(CallLocal = true)]", true);
			if (old != line) {
				found_renames.append(line_formatter(current_line, "[MasterSync]", "[RPC(CallLocal = true)]", line));
			}
		}
		current_line++;
	}
	return found_renames;
}
_FORCE_INLINE_ static String builtin_escape(const String &p_str, bool p_builtin) {