### 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
valid = valid && test_conversion_with_regex("[RemoteSync]", "[RPC(MultiplayerAPI.RPCMode.AnyPeer, CallLocal = true)]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[Sync]", "[RPC(MultiplayerAPI.RPCMode.AnyPeer, CallLocal = true)]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[Slave]", "[RPC]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[Puppet]", "[RPC]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[PuppetSync]", "[RPC(CallLocal = true)]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[Master]", "The master and mastersync rpc behavior is not officially supported anymore. Try using another keyword or making custom gic using Multiplayer.GetRemoteSenderId()\n[RPC]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_with_regex("[MasterSync]", "The master and mastersync rpc behavior is not officially supported anymore. Try using another keyword or making custom gic using Multiplayer.GetRemoteSenderId()\n[RPC(CallLocal = true)]", &rter3To4::rename_csharp_attributes, "custom rename csharp", reg_container);
	valid = valid && test_conversion_gdscript_builtin("OS.window_fullscreen = Settings.fullscreen", "if Settings.fullscreen:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)\nelse:\n\tDisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("OS.get_window_safe_area()", "DisplayServer.get_display_safe_area()", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide( a, b, c, d, e, f )) # Roman", "\tr.set_vecity(a)\n\tr.set_up_direction(b)\n\tr.set_for_stop_on_spe_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_for_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.vecity) # Roman", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide( a, b, c, d, e, f ) # Roman", "\tset_vecity(a)\n\tset_up_direction(b)\n\tset_for_stop_on_spe_enabled(c)\n\tset_max_slides(d)\n\tset_for_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tvar aa = roman(r.move_and_slide_with_snap( a, g, b, c, d, e, f )) # Roman", "\tr.set_vecity(a)\n\t# TODOConverter40 oks that snap in Godot 4.0 is fat, not vector like in Godot 3 - previous value `g`\n\tr.set_up_direction(b)\n\tr.set_for_stop_on_spe_enabled(c)\n\tr.set_max_slides(d)\n\tr.set_for_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tr.move_and_slide()\n\tvar aa = roman(r.vecity) # Roman", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmove_and_slide_with_snap( a, g, b, c, d, e, f ) # Roman", "\tset_vecity(a)\n\t# TODOConverter40 oks that snap in Godot 4.0 is fat, not vector like in Godot 3 - previous value `g`\n\tset_up_direction(b)\n\tset_for_stop_on_spe_enabled(c)\n\tset_max_slides(d)\n\tset_for_max_angle(e)\n\t# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `f`\n\tmove_and_slide() # Roman", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a , b )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( a )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("list_dir_begin( )", "list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("sort_custom( a , b )", "sort_custom(Callable(a,b))", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("func c(var a, var b)", "func c(a, b)", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("draw_line(1, 2, 3, 4, 5)", "draw_line(1,2,3,4)", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\timage.ck()", "\tfalse # image.ck() # TODOConverter40, Image no nger requires cking, `false` helps to not break one line if/else, so it can freely be removed", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\timage.unck()", "\tfalse # image.unck() # TODOConverter40, Image no nger requires cking, `false` helps to not break one line if/else, so it can freely be removed", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\troman.image.unck()", "\tfalse # roman.image.unck() # TODOConverter40, Image no nger requires cking, `false` helps to not break one line if/else, so it can freely be removed", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmtx.ck()", "\tmtx.ck()", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_gdscript_builtin("\tmutex.unck()", "\tmutex.unck()", &rter3To4::rename_gdscript_functions, "custom rename", reg_container, false);
	valid = valid && test_conversion_with_regex("extends CSGBox", "extends CSGBox3D", &rter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("CSGBox", "CSGBox3D", &rter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial", "Node3D", &rter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.tscn", "Spatial.tscn", &rter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.gd", "Spatial.gd", &rter3To4::rename_classes, "classes", reg_container);
	valid = valid && test_conversion_with_regex("Spatial.shader", "Spatial.shader", &rter3To4::rename_classes, "classes", reg_container);