I have a fair amount of experience DM'ing for new players, so I'll give my two cents.
No, you won't be able to run a 1st level party through a 3rd-4th level dungeon/adventure
Really, you won't, unless you rebalance everything there to make it proper to 1st level. If you don't intend to spend time doing it, you simply will TPK your party. That's true even for experienced players - the difference between 1st level and 3rd level is very relevant, and a moderate challenge for a 3rd level party can one shot a 1st level party.
It's also not a very good idea to get new players to start at higher levels
Well, to be honest, the alternative is also harsh. Most new players will get confused with only their racial and 1st level features, I usually don't even recommend playing full casters to new players if they don't have time to study how their spellcasting works.
Before adding my solution, I will add some insight on my experience from published adventures, one shots and overall experience with newbie players. If you are not interested, jump to the next line splitting.
The thing with low level adventures
Usually, low level adventures (specifically tier 1 (1-4) and maybe early tier 2 (5-8)) are (quite) large, hard cover adventures for a wide range of levels. Truth is: there isn't many interesting things you can do at low levels. Things start to get interesting around 3rd level (many classes get their signatures there, others get some core features), where a one shot starting at 1st level would be ending. This means it's usually more interesting to level your characters through the entire thing and actually face a Big Bad Evil Guy at higher levels.
The thing with one shots
To actually be one shots, usually they require some experience from the players and the DM (so people don't waste time doing something that has nothing to do with the adventure). For them to be enjoyable, they require even more experience, usually. Finally, since, as I said earlier, early levels aren't exactly amazing and interesting, they are usually designed for higher levels (I'm actually impressed that you found lots of 3rd level one shots, I'm more used to at least tier 2 (5+)). Higher levels, as I mentioned earlier, are most fit for more experienced players.
That said, my sad point is: I really don't feel like D&D (or, at least, 5e) is particuarly suited for one shots for new players. You will learn lots of rules, mechanics and interactions and use it... once. There are a few simpler games that are also, as a whole system, more suited for one shots. I'm not throwing names here because I don't know your (and your party's) tastes for fantasy and whatever else, but chat and forums can help you if you are interested.
Play a 1st level one shot that has enough plot on it
Yes, they exist. Although personally I couldn't finish it in one shot, Death House (from Curse of Strahd), although being a hook (i.e. you should be playing CoS after it, not using it as a one shot) can be played as a one shot. It's designed for 1st to 3rd levels (you level to 3rd level when you finish it though, so it doesn't actually matter, you only play as 1st and 2nd levels). Important note: it's deadly. The main problem I can see with it is that the players, being newbies, will waste too much time and not actually finish it in one (or even two) sessions.
If you search enough, there should be other quick adventures for this same level range though.
I'm playing in a long term Blades campaign with 5 players.
There really isn't any change required beyond the normal adaptation any GM does on the fly for their game, like upping the clocks a bit for the hyper competent. We end up pushing high stress just like always, and when we don't, we risk overindulgence in the vice rolls that having a trauma in the first place pushes you into, so you still feel the need to "roll hard". Plus those sweet desperate rolls that get you XP motivate all of those people to incur risk, not use their numbers to eliminate it.
The up side is that more people means more folks have the freedom to spend their downtime on "their own" schemes without feeling like they're ripping off the team by not being a hivemind all the time. Once I've healed or reduced stress, my second action doesn't always have to be heat removal or whatnot, I can actually get some new rituals made, or go join an Eyes Wide Shut style cult, or whatever.
Best Answer
Yes, it needs modification, if you want the players to have the best experience possible.
I played in a one-shot of Blades at Chupacbracon this year and it didn't go over great with all the players. The main issue was starting with no Stress, which coupled with Blades' economy of dice-rolling and no long-term consequences, essentially allowed every encounter to simply press the "win button". I didn't love that but liked the game overall, but a couple of the players were extremely put off by that dynamic. There's "daring scoundrels" and then there's "we automatically succeed at everything in the whole session." If I were to do it, I'd start with higher Stress levels already.
Also, Blades has a lot of rules. We spent at least an hour trying to figure out how it all worked and do chargen, leaving us time for about 2 jobs. I'd provide full pregens instead of just starting with the templates.
Of course a lot of the more ongoing, crew-development aspects won't be showcased, and that is where the game is actually different from other random DW-type games, so I'd be tempted to really think through a one-shot that maybe hits fast-forward and simulates a couple cycles by using an even higher level of abstraction - maybe one job with a randomized "and you lost 3 stress doing that" so you could highlight the more unique aspects of the system.