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Oh that's not good, I'll try to get that fixed.

So it seems as though I there isn't anything I can do on my end without an official developer license or something of the sort. However I did find this page from the Godot documentation that shows ways you can try to run it anyways. If it's any help, I gave it a bundle identifier but had Notarization disabled on export.

Article: https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html