### 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.
int current_element = 0;
		while (RenamesMap3To4::gdscript_function_renames[current_element][0] != nullptr) {
			String name_3_x = RenamesMap3To4::gdscript_function_renames[current_element][0];
			String name_4_0 = RenamesMap3To4::gdscript_function_renames[current_element][1];
			if (!all_functions.has(name_4_0)) {
				ERR_PRINT(vformat("Missing GDScript function in pair (%s - ===> %s <===)", name_3_x, name_4_0));
				valid = false;
			}
			current_element++;
		}
	}
	if (!valid) {
		ERR_PRINT("Found function which is used in the converter, but it cannot be found in Godot 4. Rename this element or remove its entry if it's obsolete.");
	}
	valid = valid && test_single_array(RenamesMap3To4::enum_renames);
	valid = valid && test_single_array(RenamesMap3To4::class_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_function_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::csharp_properties_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::shaders_renames, true);
	valid = valid && test_single_array(RenamesMap3To4::gdscript_signals_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_settings_renames);
	valid = valid && test_single_array(RenamesMap3To4::project_godot_renames);
	valid = valid && test_single_array(RenamesMap3To4::input_map_renames);
	valid = valid && test_single_array(RenamesMap3To4::builtin_types_renames);
	valid = valid && test_single_array(RenamesMap3To4::color_renames);
	return valid;
}
bool ProjectConverter3To4::test_single_array(const char *p_array[][2], bool p_ignore_4_0_name) {