### Godot version

v4.0.3.stable.official [5222a99f5]

### System information

win10 21H2,Vulkan API 1.2.0

### Issue description

I'm for use `"Beta: Use Unicode UTF-8 for worldwide language support"`
The file name will display as normal, but `ZIPReader.read_file()` is still garbled

I tried using 7zip Packing files, 
Disable `"Beta: Use Unicode UTF-8 for worldwide language support"` 
Is still displayed normally, but `ZIPReader.read_file()`  is still garbled

![testzip](https://github.com/godotengine/godot/assets/104408400/9f064ed4-a4a5-472d-902d-97a77ba1c79d)


### Steps to reproduce

run node.tscn, look error reporting.

### Minimal reproduction project

[test_zip.zip](https://github.com/godotengine/godot/files/11873912/test_zip.zip)

}
		}
		export_plugins.write[i]->_clear();
	}
	HashSet<String> features = get_features(p_preset, p_debug);
	PackedStringArray features_psa;
	for (const String &feature : features) {
		features_psa.push_back(feature);
	}
	
	uint32_t custom_resources_hash = HASH_MURMUR3_SEED;
	uint32_t custom_scene_hash = HASH_MURMUR3_SEED;
	LocalVector<Ref<EditorExportPlugin>> customize_resources_plugins;
	LocalVector<Ref<EditorExportPlugin>> customize_scenes_plugins;
	for (int i = 0; i < export_plugins.size(); i++) {
		if (export_plugins.write[i]->_begin_customize_resources(Ref<EditorExportPlatform>(this), features_psa)) {
			customize_resources_plugins.push_back(export_plugins[i]);
			custom_resources_hash = hash_murmur3_one_64(export_plugins[i]->get_name().hash64(), custom_resources_hash);
			uint64_t hash = export_plugins[i]->_get_customization_configuration_hash();
			custom_resources_hash = hash_murmur3_one_64(hash, custom_resources_hash);
		}
		if (export_plugins.write[i]->_begin_customize_scenes(Ref<EditorExportPlatform>(this), features_psa)) {
			customize_scenes_plugins.push_back(export_plugins[i]);
			custom_resources_hash = hash_murmur3_one_64(export_plugins[i]->get_name().hash64(), custom_resources_hash);
			uint64_t hash = export_plugins[i]->_get_customization_configuration_hash();
			custom_scene_hash = hash_murmur3_one_64(hash, custom_scene_hash);
		}
	}
	HashMap<String, FileExportCache> export_cache;
	String export_base_path = ProjectSettings::get_singleton()->get_project_data_path().path_join("exported/") + itos(custom_resources_hash);