### 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)
revalidate_import_files = false;
		filesystem_settings_version_for_import = ResourceFormatImporter::get_singleton()->get_import_settings_hash();
		_save_filesystem_cache();
	}
	if (reloads.size()) {
		emit_signal(SNAME("resources_reload"), reloads);
	}
	scan_actions.clear();
	return fs_changed;
}
void EditorFileSystem::scan() {
	if (false ) {
		return;
	}
	if (scanning || scanning_changes || thread.is_started()) {
		return;
	}
	_update_extensions();
	if (!use_threads) {
		scanning = true;
		scan_total = 0;
		_scan_filesystem();
		if (filesystem) {
			memdelete(filesystem);
		}
		
		filesystem = new_filesystem;
		new_filesystem = nullptr;
		_update_scan_actions();