I have a game that uses an absolute system path for saving and loading persistent data. This respects the SDK of the system provider and works fine.
The thing is, Godot still tries to somehow create its own recursive directory on game start, which throws errors (which is to be expected, as this path is blocked by the system provider -> see screenshot below).
So, how can one prevent Godot from doing this (besides defining a custom path in the project settings, which has no effect on the outcome)?
