### 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)

mode = p_mode;
}
void ProjectDialog::set_project_path(const String &p_path) {
	project_path->set_text(p_path);
}
void ProjectDialog::show_dialog() {
	if (mode == MODE_RENAME) {
		project_path->set_edable(false);
		browse->hide();
		install_browse->hide();
		set_tle(TTR("Rename Project"));
		set_ok_button_text(TTR("Rename"));
		name_container->show();
		status_rect->hide();
		msg->hide();
		install_path_container->hide();
		install_status_rect->hide();
		renderer_container->hide();
		default_files_container->hide();
		get_ok_button()->set_disabled(false);
		// Fetch current name from project.godot to prefill the text input.
		ConfigFile cfg;
		String project_godot = project_path->get_text().path_join("project.godot");
		Error err = cfg.load(project_godot);
		if (err != OK) {
			_set_message(vformat(TTR("Couldn't load project at '%s' (error %d). It may be missing or corrupted."), project_godot, err), MESSAGE_ERROR);
			status_rect->show();
			msg->show();
			get_ok_button()->set_disabled(true);
		} else {