### 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
}
	Vector<String> collected_files = check_for_files();
	uint32_t converted_files = 0;
	
	for (int i = 0; i < collected_files.size(); i++) {
		String file_name = collected_files[i];
		Vector<String> lines;
		uint32_t ignored_lines = 0;
		uint64_t file_size = 0;
		{
			Ref<FileAccess> file = FileAccess::open(file_name, FileAccess::READ);
			ERR_CONTINUE_MSG(file.is_null(), vformat("Unable to read content of \"%s\".", file_name));
			while (!file->eof_reached()) {
				String line = file->get_line();
				file_size += line.size();
				lines.append(line);
			}
		}
		print_line(vformat("Checking for conversion - %d/%d file - \"%s\" with size - %d KB", i + 1, collected_files.size(), file_name.trim_prefix("res://"), file_size / 1024));
		Vector<String> changed_elements;
		Vector<String> reason;
		bool is_ignored = false;
		uint64_t start_time = Time::get_singleton()->get_ticks_msec();
		if (file_name.ends_with(".shader")) {
			reason.append("\tFile extension will be renamed from \"shader\" to \"gdshader\".");
		}
		if (file_size < uint64_t(maximum_file_size)) {
			if (file_name.ends_with(".gd")) {
				changed_elements.append_array(check_for_rename_classes(lines, reg_container));
				changed_elements.append_array(check_for_rename_common(RenamesMap3To4::enum_renames, reg_container.enum_regexes, lines));