Godot version:
3.0B 37ca542d2bfd9aac296e82e30a76117090dea08e
Compiler VS2017
SCons 2.5.1
Python 2.7
OS/device including version:
Windows 10 64 bits
Issue description:
(sorry my english)
UI
Incorrect text, label or "menu" in attach script -> inheritance -> Open file (Icon).
It works well but it can be confusing.

Steps to reproduce:
Create a new scene
Create a root Node in the new scene
Add a new child node in the root Node
Go to Attach script menu in new child Node
Go To the Inherits section and click in the icon folder
Observations
In the Inspector -> Node -> Script -> Load, the menu is correct, you could use the same 馃槃
Minimal reproduction project:
just attach the script in the "child node" and click in icon folder in "Inherits"
GodotBeta.zip
The fix here is not to change the FileDialog mode to Open as done in the now reverted #15504, as this dialog needs to be able to create files (hence the use of the Save mode).
Maybe the title and OK button labels can be reworded for clarity though.
@akien-mga Wouldn't the solution be setting it to Open when choosing what to inherent and setting to Save when selecting where to save a script?
Tested on the current master (with my revert commit and new PR #15544 not merged) and it never create an empty new gd file if you fill the file name with an inexistent class.
Also I don't understand what is the purpose to inherits from a class you create in the same time as you create the child class...it's confusing.
Also I don't understand what is the purpose to inherits from a class you create in the same time as you create the child class...it's confusing.
This dialog is not only used to inherit from a class, it's also used to create a new script and attach it to a node (when you click the "Path" button in this dialog).
I guess it's done this way so that you can create res://grandchild.gd which inherits res://grandparent.gd. But yeah it's a bit confusing, and maybe overkill.
The solution can be to split into two sparates dialog popup :
This avoid the overkill and confusing part of Inherits dialog allowing to create new gdscript.
Well to be honest I don't really see the point of the Inherits dialog, I think it's overkill (I understand the use case, but personally I just create my script with default inheritance and then I set extends "res://my_base.gd" manually).
For me it's overkill too, but most IDE propose it when you create a new class, so well...why not.
Most helpful comment
The solution can be to split into two sparates dialog popup :
This avoid the overkill and confusing part of Inherits dialog allowing to create new gdscript.