…and I wouldn’t use 4.0 for this, as the Subbsurface Scattering works somewhat different from the old Principled BSDF
For instance: the old Subsurface Slider was a Multiplier for the Radius. This would be like the Scale in the new Principled (with possibly different numbers). The Weight in the new Principled is like the Metallic slider, either 0 (a material that has no Subsurface Scattering) or 1 (a material that has Subsurface Scattering) (values in between are not physically accurate).
Also, you didn’t plug anything into the Factor of the Mix Color Node that goes into the Weight…
The Subsurface method used should not be the Random Walk (Skin), as that is for skin and snow is nothing like skin.
I’d highly recommend starting over from scratch! That is the best way to learn this, I think.