### 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.
String empty_space;
	int current_character = 0;
	if (line.is_empty()) {
		return empty_space;
	}
	if (line[0] == ' ') {
		while (current_character < line.size()) {
			if (line[current_character] == ' ') {
				empty_space += ' ';
				current_character++;
			} else {
				break;
			}
		}
	}
	if (line[0] == '\t') {
		while (current_character < line.size()) {
			if (line[current_character] == '\t') {
				empty_space += '\t';
				current_character++;
			} else {
				break;
			}
		}
	}
	return empty_space;
}
// Returns the object that’s executing the function in the line.
// e.g. Passing the line "var roman = kieliszek.funkcja()" to this function returns "kieliszek".
String ProjectConverter3To4::get_object_of_execution(const String &line) const {