### 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)
return get_project_data_path().path_join("global_script_class_cache.cfg");
}
void ProjectSettings::store_global_class_list(const Array &p_classes) {
	Ref<ConfigFile> cf;
	cf.instantiate();
	cf->set_value("", "list", p_classes);
	cf->save(get_global_class_list_path());
}
bool ProjectSettings::has_custom_feature(const String &p_feature) const {
	return custom_features.has(p_feature);
}
const HashMap<StringName, ProjectSettings::AutoloadInfo> &ProjectSettings::get_autoload_list() const {
	return autoloads;
}
void ProjectSettings::add_autoload(const AutoloadInfo &p_autoload) {
	ERR_FAIL_COND_MSG(p_autoload.name == StringName(), "Trying to add autoload with no name.");
	autoloads[p_autoload.name] = p_autoload;
}
void ProjectSettings::remove_autoload(const StringName &p_autoload) {