### 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
String got = "";
	String expected = "a|||\"(,),,,,\"|||c|||";
	for (String &part : got_vector) {
		got += part + "|||";
	}
	if (got != expected) {
		ERR_PRINT(vformat("Failed to get proper data from parse_arguments. \"%s\" should return \"%s\"(%d), got \"%s\"(%d), instead.", line, expected, expected.size(), got, got.size()));
	}
	valid = valid && (got == expected);
}
return valid;
}
bool ProjectConverter3To4::test_array_names() {
	bool valid = true;
	Vector<String> names = Vector<String>();
	
	{
		for (unsigned int current_index = 0; RenamesMap3To4::class_renames[current_index][0]; current_index++) {
			const String old_class = RenamesMap3To4::class_renames[current_index][0];
			const String new_class = RenamesMap3To4::class_renames[current_index][1];
			
			if (ClassDB::class_exists(StringName(old_class)) && old_class != "Light2D" && old_class != "Texture" && old_class != "Viewport") {
				ERR_PRINT(vformat("Class \"%s\" exists in Godot 4.0, so it cannot be renamed to something else.", old_class));
				valid = false; 
			}
			
			if (!ClassDB::class_exists(StringName(new_class)) && new_class != "Callable") {
				ERR_PRINT(vformat("Class \"%s\" does not exist in Godot 4.0, so it cannot be used in the conversion.", old_class));
				valid = false; 
			}