### Godot version

4.1.stable.flathub

### System information

Ubuntu 22

### Issue description

I'm converting my project and just caught the version 4.0 in _`"to work in Godot 4.0"`_ instead of current version. I'm not sure if it's intended but I feel like it would make more sense to have current version or just 4.x

![image](https://github.com/godotengine/godot/assets/14089949/03411389-c0c2-4527-8946-b1fdf348abe8)


### Steps to reproduce

Try converting a project to Godot 4 from Godot 3

### Minimal reproduction project

Default Godot 3 project opened with Godot 4
ClassNode *n_class = alloc_node<ClassNode>();
	ClassNode *previous_class = current_class;
	current_class = n_class;
	n_class->outer = previous_class;
	if (consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected identifier for the class name after "class".)")) {
		n_class->identifier = parse_identifier();
		if (n_class->outer) {
			String fqcn = n_class->outer->fqcn;
			if (fqcn.is_empty()) {
				fqcn = script_path;
			}
			n_class->fqcn = fqcn + "::" + n_class->identifier->name;
		} else {
			n_class->fqcn = n_class->identifier->name;
		}
	}
	if (match(GDScriptTokenizer::Token::EXTENDS)) {
		parse_extends();
	}
	consume(GDScriptTokenizer::Token::COLON, R"(Expected ":" after class declaration.)");
	bool multiline = match(GDScriptTokenizer::Token::NEWLINE);
	if (multiline && !consume(GDScriptTokenizer::Token::INDENT, R"(Expected indented block after class declaration.)")) {
		current_class = previous_class;
		complete_extents(n_class);
		return n_class;
	}
	if (match(GDScriptTokenizer::Token::EXTENDS)) {
		if (n_class->extends_used) {