### Godot version

4.1.stable.flathub

### System information

Ubuntu 22

### Issue description

I'm converting my project and just caught the version 4.0 in _`"to work in Godot 4.0"`_ instead of current version. I'm not sure if it's intended but I feel like it would make more sense to have current version or just 4.x

![image](https://github.com/godotengine/godot/assets/14089949/03411389-c0c2-4527-8946-b1fdf348abe8)


### Steps to reproduce

Try converting a project to Godot 4 from Godot 3

### Minimal reproduction project

Default Godot 3 project opened with Godot 4
err += TTR("Invalid wide 310x150 logo image dimensions (should be 310x150).") + "\n";
	}
	if (!p_preset->get("images/splash_screen").is_zero() && !_valid_image((Object::cast_to<CompressedTexture2D>((Object *)p_preset->get("images/splash_screen"))), 620, 300)) {
		valid = false;
		err += TTR("Invalid splash screen image dimensions (should be 620x300).") + "\n";
	}
	r_error = err;
	return valid;
}
Error EditorExportPlatformUWP::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
	ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
	String src_appx;
	EditorProgress ep("export", "Exporting for UWP", 7, true);
	if (p_debug) {
		src_appx = p_preset->get("custom_template/debug");
	} else {
		src_appx = p_preset->get("custom_template/release");
	}
	src_appx = src_appx.strip_edges();
	String arch = p_preset->get("binary_format/architecture");
	if (src_appx.is_empty()) {
		String err, arch_infix;
		if (arch == "arm32") {
			arch_infix = "arm";
		} else if (arch == "x86_32") {
			arch_infix = "x86";
		} else if (arch == "x86_64") {
			arch_infix = "x64";
		}
		if (p_debug) {