### Godot version

4.0 beta (e1648b3327431a09cc9498663fac483275eb711d)

### System information

Mageia 9, Linux

### Issue description

When exporting a project with no attached script (or with only a builtin GDScript), the following error is printed:
```
ERROR: Can't open file from path 'res://.godot/global_script_class_cache.cfg'.
   at: get_file_as_bytes (core/io/file_access.cpp:699)
```

And while the export succeeds, when running the project, it prints:
```
ERROR: Couldn't find the given section "" and key "list", and no default was given.
   at: get_value (core/io/config_file.cpp:86)
```

We should ensure that this file is always created, regardless of whether there are scripts to parse for class names or not. It should always contain at least `list=[]`.

### Steps to reproduce

- Create new project
- Create main scene with no script
- Export

### Minimal reproduction project

[NewProj.zip](https://github.com/godotengine/godot/files/10547125/NewProj.zip)
switch (p_what) {
		case NOTIFICATION_EXIT_TREE: {
			Thread &active_thread = thread.is_started() ? thread : thread_sources;
			if (use_threads && active_thread.is_started()) {
				while (scanning) {
					OS::get_singleton()->delay_usec(1000);
				}
				active_thread.wait_to_finish();
				WARN_PRINT("Scan thread aborted...");
				set_process(false);
			}
			if (filesystem) {
				memdelete(filesystem);
			}
			if (new_filesystem) {
				memdelete(new_filesystem);
			}
			filesystem = nullptr;
			new_filesystem = nullptr;
		} break;
		case NOTIFICATION_PROCESS: {
			if (use_threads) {
				if (scanning_changes) {
					if (scanning_changes_done) {
						scanning_changes = false;
						set_process(false);
						thread_sources.wait_to_finish();
						bool changed = _update_scan_actions();