### 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)
PackedStringArray features;
	features.append(VERSION_BRANCH);
#ifdef REAL_T_IS_DOUBLE
	features.append("Double Precision");
#endif
	return features;
}
const PackedStringArray ProjectSettings::_get_supported_features() {
	PackedStringArray features = get_required_features();
#ifdef MODULE_MONO_ENABLED
	features.append("C#");
#endif
	
	
	features.append(VERSION_BRANCH "." _MKSTR(VERSION_PATCH));
	features.append(VERSION_FULL_CONFIG);
	features.append(VERSION_FULL_BUILD);
#ifdef VULKAN_ENABLED
	features.append("Forward Plus");
	features.append("Mobile");
#endif
#ifdef GLES3_ENABLED
	features.append("GL Compatibility");
#endif
	return features;
}
const PackedStringArray ProjectSettings::get_unsupported_features(const PackedStringArray &p_project_features) {