Fix usage of old ERR_FAIL macro when new variant intended. #31234
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So I managed to get this sin into master with it still building successfully somehow, I'd have expected this to cause a build failure:
godot/platform/windows/os_windows.cpp
Lines 2744 to 2750 in 3ea33c0
I went over the last code changes again and I think I didn't leave any more instances like this in.
Relates to #31227