### Godot version

v4.1.stable.official [970459615]  < Steam

### System information

Godot v4.1.stable - Debian GNU/Linux trixie/sid trixie - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 1060 (nvidia) - Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz (6 Threads)

### Issue description

On this machine, I have my projects stored on a separate drive to my system and home directory. This drive is mounted at `/data`.

Since 4.1, if I attempt to delete a project file through the in-editor file browser, I get an error dialog (though the window opens much larger than this screenshot):

![Screenshot_20230706_161340](https://github.com/godotengine/godot/assets/441188/b343e807-83dd-41e9-9a2f-b7f2cc292989)

The editor output console shows the (misleading) error:

>   platform/linuxbsd/os_linuxbsd.cpp:968 - move_to_trash: No such file or directory as /data/src/godot/default/new_script.gd.

However, if Godot is run from the command-line, we also get the following additional information prior to that error output:

> gio: file:///data/src/godot/default/new_script.gd: Unable to find or create wastebasket directory /data/.Trash-1000 to move /data/src/godot/default/new_script.gd to

Indeed, the root of the `/data` mount point is not writeable by regular users, and there's no trash directory in there already.

Prior to 4.1, it appears that deleted files would be moved into my home dir's trash, across filesystems, since my `~/.local/share/Trash` is seemingly full of stuff I have previously deleted from my current project.

### Steps to reproduce

1. Use Linux
2. Create or open a project on a secondary drive (one which doesn't also contain your home dir).
3. Open the project in the Godot editor
4. Delete a file (eg. `icon.svg`) from the editor's FileSystem panel.
5. :eyes: :exclamation: 

### Minimal reproduction project

n/a
static const char *allowed_formats[] = { "TrueType", "CFF" };
	for (size_t i = 0; i < sizeof(allowed_formats) / sizeof(const char *); i++) {
		FcPattern *pattern = FcPatternCreate();
		ERR_CONTINUE(!pattern);
		FcPatternAddBool(pattern, FC_SCALABLE, FcTrue);
		FcPatternAddString(pattern, FC_FONTFORMAT, reinterpret_cast<const FcChar8 *>(allowed_formats[i]));
		FcFontSet *font_set = FcFontList(config, pattern, object_set);
		if (font_set) {
			for (int j = 0; j < font_set->nfont; j++) {
				char *family_name = nullptr;
				if (FcPatternGetString(font_set->fonts[j], FC_FAMILY, 0, reinterpret_cast<FcChar8 **>(&family_name)) == FcResultMatch) {
					if (family_name) {
						font_names.insert(String::utf8(family_name));
					}
				}
			}
			FcFontSetDestroy(font_set);
		}
		FcPatternDestroy(pattern);
	}
	for (const String &E : font_names) {
		ret.push_back(E);
	}
	return ret;
#else
	ERR_FAIL_V_MSG(Vector<String>(), "Godot was compiled without fontconfig, system font support is disabled.");
#endif
}
#ifdef FONTCONFIG_ENABLED
int OS_LinuxBSD::_weight_to_fc(int p_weight) const {