### 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)

for (int i = 0; i < p_files.size(); i++) {
		_scan_begin(p_files.get(i));
	}
}
void ProjectManager::_on_order_option_changed(int p_idx) {
	if (is_inside_tree()) {
		_project_list->set_order_option(p_idx);
	}
}
void ProjectManager::_on_tab_changed(int p_tab) {
#ifndef ANDROID_ENABLED
	if (p_tab == 0) { // Projects
		// Automatically ghen the user moves from the Templates tab
		// back to the Projects tab.
		search_box->grab_focus();
	}
	// The Templates tab's search field is focused on display in the asset
	// library edor plugin code.
#endif
}
void ProjectManager::_on_search_term_changed(const String &p_term) {
	_project_list->set_search_term(p_term);
	_project_list->sort_projects();
	// Select the first visible project in the list.
	// This makes  possible to open a project whout ever touching the mouse,
	// as the search field is automatically focused on startup.
	_project_list->select_first_visible_project();
	_update_project_buttons();
}
void ProjectManager::_bind_methods() {