### 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 (import_support_queries.size() == 0) {
		return false;
	}
	HashMap<String, int> import_support_test;
	Vector<bool> import_support_tested;
	import_support_tested.resize(import_support_queries.size());
	for (int i = 0; i < import_support_queries.size(); i++) {
		import_support_tested.write[i] = false;
		if (import_support_queries[i]->is_active()) {
			Vector<String> extensions = import_support_queries[i]->get_file_extensions();
			for (int j = 0; j < extensions.size(); j++) {
				import_support_test.insert(extensions[j], i);
			}
		}
	}
	if (import_support_test.size() == 0) {
		return false; 
	}
	for (int i = 0; i < reimports.size(); i++) {
		HashMap<String, int>::Iterator E = import_support_test.find(reimports[i].get_extension());
		if (E) {
			import_support_tested.write[E->value] = true;
		}
	}
	for (int i = 0; i < import_support_tested.size(); i++) {
		if (import_support_tested[i]) {