### 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)
} else {
				f->store_line("valid=false");
			}
			f->store_line("[deps]\n");
			f->store_line("");
			f->store_line("source_file=" + Variant(file).get_construct_string());
			if (dest_paths.size()) {
				Array dp;
				for (int i = 0; i < dest_paths.size(); i++) {
					dp.push_back(dest_paths[i]);
				}
				f->store_line("dest_files=" + Variant(dp).get_construct_string() + "\n");
			}
			f->store_line("[params]");
			f->store_line("");
			
			List<ResourceImporter::ImportOption> options;
			importer->get_import_options(file, &options);
			
			for (const ResourceImporter::ImportOption &F : options) {
				String base = F.option.name;
				Variant v = F.default_value;
				if (source_file_options[file].has(base)) {
					v = source_file_options[file][base];
				}
				String value;
				VariantWriter::write_to_string(v, value);
				f->store_line(base + "=" + value);
			}
		}