I was reading "3D Math Primer for Computer Graphics and Game Development" and there was something the author had said that I thought was particularly interesting, he stated
It is important to understand that this matrix multiplication is still a linear transformation. Matrix multiplication cannot represent “translation” in 4D, and the 4D zero vector will always be transformed back into the 4D zero vector. The reason this trick works to transform points in 3D is that we are actually shearing 4D space. (Compare Equation (6.11) with the shear matrices from Section 5.5.) The 4D hyperplane that corresponds to physical 3D space does not pass through the origin in 4D. Thus, when we shear 4D space, we are able to translate in 3D.
I'm familiar with the shearing transformation, and I can see how a translation matrix in 4D resembles that of a 3D shear. I did not quite understand how this translation in 3D though. So, restating the question I had asked, how does a shear in 4D equate to a translation in 3D space? A geometric visual would also be nice to help me understand this a bit more.