### 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)

bool is_64 = (max_size >= std::numeric_limits<uint32_t>::max());
	if (is_64) {
		fa->store_32(0xbfbafeca);
	} else {
		fa->store_32(0xbebafeca);
	}
	fa->store_32(BSWAP32(archs.size()));
	uint64_t offset = archs.size() * (is_64 ? 32 : 20) + 8;
	for (int i = 0; i < archs.size(); i++) {
		archs.write[i].offset = offset + PAD(offset, uint64_t(1) << archs[i].align);
		if (is_64) {
			fa->store_32(BSWAP32(archs[i].cputype));
			fa->store_32(BSWAP32(archs[i].cpusubtype));
			fa->store_64(BSWAP64(archs[i].offset));
			fa->store_64(BSWAP64(archs[i].size));
			fa->store_32(BSWAP32(archs[i].align));
			fa->store_32(0);
		} else {
			fa->store_32(BSWAP32(archs[i].cputype));
			fa->store_32(BSWAP32(archs[i].cpusubtype));
			fa->store_32(BSWAP32(archs[i].offset));
			fa->store_32(BSWAP32(archs[i].size));
			fa->store_32(BSWAP32(archs[i].align));
		}
		offset = archs[i].offset + archs[i].size;
	}
	
	for (int i = 0; i < archs.size(); i++) {
		Ref<FileAccess> fb = FileAccess::open(p_files[i], FileAccess::READ);