### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

The project converter injects `) #` into asserts to remove the message:

```
    assert(false) #,"Invalid type for gamepad input.")
        assert(action in device_actions) #,"pairs contained action not in controls: %s" % action)
        assert(len(q) == 2) #,"Each pair should have two directions.")
```

The [implementation in project_converter_3_to_4.cpp](https://github.com/godotengine/godot/blob/3695fe5a573678c6491a6a33f19f9329d3256a48/editor/project_converter_3_to_4.cpp#L2021-L2031) comments:

>  assert(speed < 20, str(randi()%10))  ->  assert(speed < 20) #,str(randi()%10))    GDScript - GDScript bug constant message

However, after #62695, asserts are able to have nonconstant messages again. So I think this step should be removed from the project converter.

### Steps to reproduce

1. Write asserts with a message in Godot 3.5
2. Open that project in Godot 4
3. Allow the project converter to run

You can use the assert from the comment:
```
	var speed = 30
	assert(speed < 20, str(randi()%10))
```
Put it in both Godot 3.5 and 4.0. I confirmed that it works in 4.0.3.

### Minimal reproduction project

Repro steps are trivial.
maximum_file_size = p_maximum_file_size_kb * 1024;
	maximum_line_length = p_maximum_line_length;
}
bool ProjectConverter3To4::convert() {
	print_line("Starting conversion.");
	uint64_t conversion_start_time = Time::get_singleton()->get_ticks_msec();
	RegExContainer reg_container = RegExContainer();
	int cached_maximum_line_length = maximum_line_length;
	maximum_line_length = 10000; 
	ERR_FAIL_COND_V_MSG(!test_array_names(), false, "Cannot start converting due to problems with data in arrays.");
	ERR_FAIL_COND_V_MSG(!test_conversion(reg_container), false, "Aborting conversion due to validation tests failing");
	maximum_line_length = cached_maximum_line_length;
	
	
	{
		String converter_text = "; Project was converted by built-in tool to Godot 4.0";
		ERR_FAIL_COND_V_MSG(!FileAccess::exists("project.godot"), false, "Current working directory doesn't contain a \"project.godot\" file for a Godot 3 project.");
		Error err = OK;
		String project_godot_content = FileAccess::get_file_as_string("project.godot", &err);
		ERR_FAIL_COND_V_MSG(err != OK, false, "Unable to read \"project.godot\".");
		ERR_FAIL_COND_V_MSG(project_godot_content.contains(converter_text), false, "Project was already converted with this tool.");
		Ref<FileAccess> file = FileAccess::open("project.godot", FileAccess::WRITE);
		ERR_FAIL_COND_V_MSG(file.is_null(), false, "Unable to open \"project.godot\".");
		file->store_string(converter_text + "\n" + project_godot_content);
	}