### 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
String end_message = vformat("    Checking file took %d ms.", end_time - start_time);
			print_line(end_message);
		} else {
			String file_content_after = collect_string_from_vector(source_lines);
			uint64_t hash_after = file_content_after.hash64();
			
			
			if (hash_before != hash_after || file_name.ends_with(".gdshader")) {
				converted_files++;
				Ref<FileAccess> file = FileAccess::open(file_name, FileAccess::WRITE);
				ERR_CONTINUE_MSG(file.is_null(), vformat("Unable to apply changes to \"%s\", no writing access.", file_name));
				file->store_string(file_content_after);
				reason.append(vformat("    File was changed, conversion took %d ms.", end_time - start_time));
			} else {
				reason.append(vformat("    File was left unchanged, checking took %d ms.", end_time - start_time));
			}
			if (ignored_lines != 0) {
				reason.append(vformat("    Ignored %d lines, because their length exceeds maximum allowed characters - %d.", ignored_lines, maximum_line_length));
			}
		}
		for (int k = 0; k < reason.size(); k++) {
			print_line(reason[k]);
		}
	}
	print_line(vformat("Conversion ended - all files(%d), converted files: (%d), not converted files: (%d).", collected_files.size(), converted_files, collected_files.size() - converted_files));
	uint64_t conversion_end_time = Time::get_singleton()->get_ticks_msec();
	print_line(vformat("Conversion of all files took %10.3f seconds.", (conversion_end_time - conversion_start_time) / 1000.0));
	return true;
}
bool ProjectConverter3To4::validate_conversion() {