### 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)
_THREAD_SAFE_METHOD_
	if (p_value.get_type() == Variant::NIL) {
		props.erase(p_name);
		if (p_name.operator String().begins_with("autoload/")) {
			String node_name = p_name.operator String().split("/")[1];
			if (autoloads.has(node_name)) {
				remove_autoload(node_name);
			}
		}
	} else {
		if (p_name == CoreStringNames::get_singleton()->_custom_features) {
			Vector<String> custom_feature_array = String(p_value).split(",");
			for (int i = 0; i < custom_feature_array.size(); i++) {
				custom_features.insert(custom_feature_array[i]);
			}
			return true;
		}
		{ 
			int dot = p_name.operator String().find(".");
			if (dot != -1) {
				Vector<String> s = p_name.operator String().split(".");
				for (int i = 1; i < s.size(); i++) {
					String feature = s[i].strip_edges();