### 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)
scanning_changes = true;
	scanning_changes_done = false;
	if (!use_threads) {
		if (filesystem) {
			EditorProgressBG pr("sources", TTR("ScanSources"), 1000);
			ScanProgress sp;
			sp.progress = &pr;
			sp.hi = 1;
			sp.low = 0;
			scan_total = 0;
			_scan_fs_changes(filesystem, sp);
			bool changed = _update_scan_actions();
			_update_pending_script_classes();
			if (changed) {
				emit_signal(SNAME("filesystem_changed"));
			}
		}
		scanning_changes = false;
		scanning_changes_done = true;
		emit_signal(SNAME("sources_changed"), sources_changed.size() > 0);
	} else {
		ERR_FAIL_COND(thread_sources.is_started());
		set_process(true);
		scan_total = 0;
		Thread::Settings s;
		s.priority = Thread::PRIORITY_LOW;
		thread_sources.start(_thread_func_sources, this, s);
	}
}
void EditorFileSystem::_notification(int p_what) {