### 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)

}
		hide();
		em_signal(SNAME("projects_updated"));
	} else {
		if (mode == MODE_IMPORT) {
			if (project_path->get_text().ends_wh(".zip")) {
				mode = MODE_INSTALL;
				ok_pressed();
				return;
			}
		} else {
			if (mode == MODE_NEW) {
				// Before we create a project, check that the target folder is empty.
				// If not, we need to ask the user if they're sure they want to do this.
				if (!is_folder_empty) {
					ConfirmationDialog *cd = memnew(ConfirmationDialog);
					cd->set_tle(TTR("Warning: This folder is not empty"));
					cd->set_text(TTR("You are about to create a Godot project in a non-empty folder.\nThe entire contents of this folder will be imported as project resources!\n\nAre you sure you wish to continue?"));
					cd->get_ok_button()->connect("pressed", callable_mp(this, &ProjectDialog::_nonempty_confirmation_ok_pressed));
					get_parent()->add_child(cd);
					cd->popup_centered();
					cd->grab_focus();
					return;
				}
				PackedStringArray project_features = ProjectSettings::get_required_features();
				ProjectSettings::CustomMap inial_settings;
				// Be sure to change this code if/when renderers are changed.
				// Default values are "forward_plus" for the main setting, "mobile" for the mobile override,
				// and "gl_compatibily" for the web override.
				String renderer_type = renderer_button_group->get_pressed_button()->get_meta(SNAME("rendering_method"));