### Godot version

v4.1.stable.official [970459615]  < Steam

### System information

Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

After being upgraded to 4.1 via Steam (before any release announcement even! The speed!), I saw the warning marker against my game in the project manager, and noticed that the tooltip wasn't all that helpful:

![Screenshot_20230706_121443](https://github.com/godotengine/godot/assets/441188/7e62f67c-664f-4f5f-8f84-0cd0084679a6)

It seems to think that the old version number is a deprecated feature? :/

### Steps to reproduce

1. Have a project from Godot 4.0
2. Upgrade Godot to 4.1
3. Open project manager

Alternatively:
1. Create a new project in 4.1
2. Quit Godot
3. Edit the `project.godot`'s `config/features` to read `4.0` instead of `4.1`
4. Open project manager

### Minimal reproduction project

[default.zip](https://github.com/godotengine/godot/files/11967512/default.zip)

multi_open_as(ConfirmationDialog);
		multi_open_ask->set_ok_button_text(TTR("Ed"));
		multi_open_ask->get_ok_button()->connect("pressed", callable_mp(this, &ProjectManager::_open_selected_projects));
		add_child(multi_open_ask);
		multi_run_as(ConfirmationDialog);
		multi_run_ask->set_ok_button_text(TTR("Run"));
		multi_run_ask->get_ok_button()->connect("pressed", callable_mp(this, &ProjectManager::_run_project_confirm));
		add_child(multi_run_ask);
		multi_scan_as(ConfirmationDialog);
		multi_scan_ask->set_ok_button_text(TTR("Scan"));
		add_child(multi_scan_ask);
		ask_update_settings = memnew(ConfirmationDialog);
		ask_update_settings->set_autowrap(true);
		ask_update_settings->get_ok_button()->connect("pressed", callable_mp(this, &ProjectManager::_confirm_update_settings));
		full_convert_button = ask_update_settings->add_button(TTR("Convert Full Project"), !GLOBAL_GET("gui/common/swap_cancel_ok"));
		full_convert_button->connect("pressed", callable_mp(this, &ProjectManager::_full_convert_button_pressed));
		add_child(ask_update_settings);
		ask_full_convert_nfirmationDialog);
		ask_full_convert_dialog->set_autowrap(true);
		ask_full_convert_dialog->set_text(TTR("This option will perform full project conversion, updating scenes, resources and scripts from Godot 3 to work in Godot 4.\n\nNote that this is a best-effort conversion, i.e.  makes upgrading the project easier, but  will not open out-of-the-box and will still require manual adjustments.\n\nIMPORTANT: Make sure to backup your project before converting, as this operation makes  impossible to open  in older versions of Godot."));
		ask_full_convert_dialog->connect("confirmed", callable_mp(this, &ProjectManager::_perform_full_project_conversion));
		add_child(ask_full_convert_dialog);
		npdialog = memnew(ProjectDialog);
		npdialog->connect("projects_updated", callable_mp(this, &ProjectManager::_on_projects_updated));
		npdialog->connect("project_created", callable_mp(this, &ProjectManager::_on_project_created));
		add_child(npdialog);
		run_error_diag = memnew(AcceptDialog);
		run_error_diag->set_tle(TTR("Can't run project"));
		add_child(run_error_diag);
		dialog_error = memnew(AcceptDialog);