### 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)
file = name;
					name = cpath.path_join(name);
					FileCache fc;
					fc.type = split[1];
					if (fc.type.find("/") != -1) {
						fc.type = fc.type.get_slice("/", 0);
						fc.resource_script_class = fc.type.get_slice("/", 1);
					}
					fc.uid = split[2].to_int();
					fc.modification_time = split[3].to_int();
					fc.import_modification_time = split[4].to_int();
					fc.import_valid = split[5].to_int() != 0;
					fc.import_group_file = split[6].strip_edges();
					fc.script_class_name = split[7].get_slice("<>", 0);
					fc.script_class_extends = split[7].get_slice("<>", 1);
					fc.script_class_icon_path = split[7].get_slice("<>", 2);
					String deps = split[8].strip_edges();
					if (deps.length()) {
						Vector<String> dp = deps.split("<>");
						for (int i = 0; i < dp.size(); i++) {
							String path = dp[i];
							fc.deps.push_back(path);
						}
					}
					file_cache[name] = fc;
				}
			}
		}
	}
	String update_cache = EditorPaths::get_singleton()->get_project_settings_dir().path_join("filesystem_update4");