Your question is missing context! What are you trying to do?
Scriptable objects are resources like any other that can be read in the game, do you mean you want to modify it at runtime? In that case the resources folder won't work because you're not supposed to write to that at runtime.
If you're talking about ECS, you could store a reference to a scriptable object in a managed component, or using UnityObjectRef<T>. Alternatively you can bake the data manually into a regular component or blob asset.
Note that by default unity does not serialize dictionaries.
Application.dataPath is the folder to your executable / name_Data , it's supposed to be read-only, but you can definitely store things in that in a post-build script. If you want to store things like save data, you should be looking at Application.persistentDataPath.