### 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)
List<String> deps;
	ResourceLoader::get_dependencies(p_path, &deps);
	Vector<String> ret;
	for (const String &E : deps) {
		ret.push_back(E);
	}
	return ret;
}
String EditorFileSystem::_get_global_script_class(const String &p_type, const String &p_path, String *r_extends, String *r_icon_path) const {
	for (int i = 0; i < ScriptServer::get_language_count(); i++) {
		if (ScriptServer::get_language(i)->handles_global_class_type(p_type)) {
			String global_name;
			String extends;
			String icon_path;
			global_name = ScriptServer::get_language(i)->get_global_class_name(p_path, &extends, &icon_path);
			*r_extends = extends;
			*r_icon_path = icon_path;
			return global_name;
		}
	}
	*r_extends = String();
	*r_icon_path = String();
	return String();
}
void EditorFileSystem::_update_script_classes() {