### 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)

ERR_FAIL_COND_V_MSG(fa.is_null(), false, "LipO: File not opened.");
	ERR_FAIL_INDEX_V(p_index, archs.size(), false);
	Ref<FileAccess> fb = FileAccess::open(p_path, FileAccess::WRITE);
	ERR_FAIL_COND_V_MSG(fb.is_null(), false, vformat("LipO: Can't open file: \"%s\".", p_path));
	fa->seek(archs[p_index].offset);
	int pages = archs[p_index].size / 4096;
	int remain = archs[p_index].size % 4096;
	unsigned char step[4096];
	for (int i = 0; i < pages; i++) {
		uint64_t br = fa->get_buffer(step, 4096);
		if (br > 0) {
			fb->store_buffer(step, br);
		}
	}
	uint64_t br = fa->get_buffer(step, remain);
	if (br > 0) {
		fb->store_buffer(step, br);
	}
	return true;
}
void LipO::close() {
	archs.clear();
}
LipO::~LipO() {
	close();
}