### 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)
if (FileAccess::exists(update_cache)) {
		{
			Ref<FileAccess> f2 = FileAccess::open(update_cache, FileAccess::READ);
			String l = f2->get_line().strip_edges();
			while (!l.is_empty()) {
				file_cache.erase(l); 
				l = f2->get_line().strip_edges();
			}
		}
		Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
		d->remove(update_cache); 
	}
	EditorProgressBG scan_progress("efs", "ScanFS", 1000);
	ScanProgress sp;
	sp.low = 0;
	sp.hi = 1;
	sp.progress = &scan_progress;
	new_filesystem = memnew(EditorFileSystemDirectory);
	new_filesystem->parent = nullptr;
	Ref<DirAccess> d = DirAccess::create(DirAccess::ACCESS_RESOURCES);
	d->change_dir("res://");
	_scan_new_dir(new_filesystem, d, sp);
	file_cache.clear(); 
	if (!first_scan) {
		
		_save_filesystem_cache();
	}
	scanning = false;
}
void EditorFileSystem::_save_filesystem_cache() {