### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

Win 10

### Issue description

The project converter injects `) #` into asserts to remove the message:

```
    assert(false) #,"Invalid type for gamepad input.")
        assert(action in device_actions) #,"pairs contained action not in controls: %s" % action)
        assert(len(q) == 2) #,"Each pair should have two directions.")
```

The [implementation in project_converter_3_to_4.cpp](https://github.com/godotengine/godot/blob/3695fe5a573678c6491a6a33f19f9329d3256a48/editor/project_converter_3_to_4.cpp#L2021-L2031) comments:

>  assert(speed < 20, str(randi()%10))  ->  assert(speed < 20) #,str(randi()%10))    GDScript - GDScript bug constant message

However, after #62695, asserts are able to have nonconstant messages again. So I think this step should be removed from the project converter.

### Steps to reproduce

1. Write asserts with a message in Godot 3.5
2. Open that project in Godot 4
3. Allow the project converter to run

You can use the assert from the comment:
```
	var speed = 30
	assert(speed < 20, str(randi()%10))
```
Put it in both Godot 3.5 and 4.0. I confirmed that it works in 4.0.3.

### Minimal reproduction project

Repro steps are trivial.
if (old_line.size() > 1000) {
		old_line = old_line.substr(0, 997) + "...";
	}
	if (new_line.size() > 1000) {
		new_line = new_line.substr(0, 997) + "...";
	}
	old_line = old_line.replace("\r", "").replace("\n", "").strip_edges();
	new_line = new_line.replace("\r", "").replace("\n", "").strip_edges();
	return vformat("Line (%d) - FULL LINES - \"\"\" %s \"\"\"  =====>  \"\"\" %s \"\"\"", current_line, old_line, new_line);
}
// Collects string from vector strings
String ProjectConverter3To4::collect_string_from_vector(Vector<SourceLine> &vector) {
	String string = "";
	for (int i = 0; i < vector.size(); i++) {
		string += vector[i].line;
		if (i != vector.size() - 1) {
			string += "\n";
		}
	}
	return string;
}
#endif // 
#endif //