### Godot version

v4.1.beta2.mono.official [a2575cba4]

### System information

Godot v4.1.beta2.mono - Windows 10.0.22000 - Vulkan (Forward+) - dedicated AMD Radeon(TM) Graphics () - Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz (4 Threads)

### Issue description

Console output as follows:
```
LipO: Can't open file: "<path>/editor_data/cache/_lipo/_exe_0."
CodeSign: Failed to create fat binary.
editor/export/editor_export_platform.h:175 - Code Signing: Built-in CodeSign failed with error "Failed to create fat binary.".
```

### Steps to reproduce

Open attached project then:  Project->Export->Export All...->Release

(Attached project is just simple scene with basic/default export options)

### Minimal reproduction project

[TestProj.zip](https://github.com/godotengine/godot/files/11766951/TestProj.zip)

if (fb.is_null()) {
			close();
			ERR_FAIL_V_MSG(false, vformat("LipO: Can't open file: \"%s.\"", p_files[i]));
		}
		uint64_t cur = fa->get_position();
		for (uint64_t j = cur; j < archs[i].offset; j++) {
			fa->store_8(0);
		}
		int pages = archs[i].size / 4096;
		int remain = archs[i].size % 4096;
		unsigned char step[4096];
		for (int j = 0; j < pages; j++) {
			uint64_t br = fb->get_buffer(step, 4096);
			if (br > 0) {
				fa->store_buffer(step, br);
			}
		}
		uint64_t br = fb->get_buffer(step, remain);
		if (br > 0) {
			fa->store_buffer(step, br);
		}
	}
	return true;
}
bool LipO::open_file(const String &p_path) {
	close();
	fa = FileAccess::open(p_path, FileAccess::READ);
	ERR_FAIL_COND_V_MSG(fa.is_null(), false, vformat("LipO: Can't open file: \"%s\".", p_path));
	uint32_t magic = fa->get_32();
	if (magic == 0xbebafeca) {