kinda solved this myself, Cocos will always try to load from the resource file in the apk/release Folder, and writing only happens to the Project resource Folder.
In my case i want to be able to modify Levels in the game and save them to the resource Folder for PC Debug only (kinda like a Custom Editor).
The solution to this was just to Create a save function that ready from the full Project Resource path (just enter the full path to the prohect reosurce Folder, so it doesnt try to read from the release resource Folder) but for saving use the normal path (since saving will write to the Project resource path anyway)
And for the reading function just use the normal relative path, which will be the release resource Folder.
const std::string content = FileUtils::getInstance()->getStringFromFile(file_path); //reads from release Resource
const std::string file_path = "E:/Projects/myproject/myproject/Resources/" + target_file; //read first
auto content = FileUtils::getInstance()->getStringFromFile(file_path);
//find Something in the fild and replace
FileUtils::getInstance()->writeStringToFile(content , target_file);; //write the Changes to file