### Godot version

v4.1.stable.official

### System information

Godot v4.1.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon (TM) RX 480 (Advanced Micro Devices, Inc.; 31.0.14057.5006) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

### Issue description

There is a missing word in an alert popup. Will include a screenshot.

The alert should read, "Missing file '(filename' or one of its dependencies".

Instead it reads, "Missing file '(filename' or one its dependencies".

(it's missing the word "of").



NOTE: THE IMPORT ERROR IS NOT THE ISSUE, ITS THE WORDING IN THE ALERT POPUP.

This report should be of LOW priority.

(p.s. If I'm missing any info you'll have to forgive me; this is my first issue/bug report.

![image](https://github.com/godotengine/godot/assets/95942443/a2a9dd46-a34d-4209-b974-db10d29b7f8f)


### Steps to reproduce

Using your file manager, copy a scene with a script attached (just the .tscn and .gd files) into a different project's root res:// folder.

Then try opening the pasted scene and you will get the alert.

### Minimal reproduction project

N/A requires two projects.
_screenshot();
}
void EditorNode::_screenshot(bool p_use_utc) {
	String name = "editor_screenshot_" + Time::get_singleton()->get_datetime_string_from_system(p_use_utc).replace(":", "") + ".png";
	NodePath path = String("user:") + name;
	_save_screenshot(path);
	if (EDITOR_GET("interface/editor/automatically_open_screenshots")) {
		OS::get_singleton()->shell_show_in_file_manager(ProjectSettings::get_singleton()->globalize_path(path), true);
	}
}
void EditorNode::_save_screenshot(NodePath p_path) {
	Control *editor_main_screen = EditorInterface::get_singleton()->get_editor_main_screen();
	ERR_FAIL_COND_MSG(!editor_main_screen, "Cannot get the editor main screen control.");
	Viewport *viewport = editor_main_screen->get_viewport();
	ERR_FAIL_COND_MSG(!viewport, "Cannot get a viewport from the editor main screen.");
	Ref<ViewportTexture> texture = viewport->get_texture();
	ERR_FAIL_COND_MSG(texture.is_null(), "Cannot get a viewport texture from the editor main screen.");
	Ref<Image> img = texture->get_image();
	ERR_FAIL_COND_MSG(img.is_null(), "Cannot get an image from a viewport texture of the editor main screen.");
	Error error = img->save_png(p_path);
	ERR_FAIL_COND_MSG(error != OK, "Cannot save screenshot to file '" + p_path + "'.");
}
void EditorNode::_tool_menu_option(int p_idx) {