When importing True Type Fonts, Unity creates sort of a ScriptableObject matching the font name that has properties but it also acts like a folder as well and contains the Font Material and Texture.
How is this Font ScriptableObject / Folder thing created? Can we use something similar for our custom assets / ScriptableObjects?

Anyone have any idea on how this data / hierarchy structure can be reproduced?
It would be nice to be able to use that type of data structure / hierarchy with ScriptableObjects.
Prefabs also sort of behave that way so maybe I am missing something simple here to reproduce this.
Just in case anyone runs into this … I didn’t think of looking in AssetDatabase.AddObjectToAsset which allows me to add an object to this ScriptableObject.
However, it appears there is a bug (Yay!) which causes both the Added Object and the Parent to become Child of a new UnityEngine.GenericAsset object.