### Godot version

Godot 4.0 Beta 11

### System information

Linux Ubunutu

### Issue description

Godot's 3.x project converter to 4.0 seems to be missing the conversion for two drag data related functions.

In 3.x the function for can drop data, was named  `can_drop_data` in 4.0 it is `_can_drop_data`.
And likewise 3.x had `drop_data` and 4.0 has `_drop_data`.

These two functions were not converted by the project converter (and were hard to notice)!


### Steps to reproduce

Convert a 3.x project to 4.0 with the functions: `can_drop_data` it will not convert to `_can_drop_data` nor `drop_data` to `_drop_data`.



### Minimal reproduction project

N/A
String line = "(a , \"(,),,,,\" , c)";
	Vector<String> got_vector = parse_arguments(line);
	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;
// Validate in all arrays if names don't do cyclic renames "Node" -> "Node2D" | "Node2D" -> "2DNode"
bool rter3To4::test_array_names() {
	bool valid = true;
	Vector<String> names = Vector<String>();
	// Validate if all classes are valid.
	{
		igned int current_index = 0; class_renames[current_index][0]; current_index++) {
			const String old_class = class_renames[current_index][0];
			const String new_class = class_renames[current_index][1];
			// Light2D, Texture, Viewport are special classes(probably virtual ones).
			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; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.
			
			// Callable is special class, to which normal classes may be renamed.
			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; // This probably should be only a warning, but not 100% sure - this would need to be added to CI.