### 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)
genf.push_back(E);
				dest_paths.push_back(E);
			}
			String value;
			VariantWriter::write_to_string(genf, value);
			f->store_line("files=" + value);
			f->store_line("");
		}
		f->store_line("source_file=" + Variant(p_file).get_construct_string());
		if (dest_paths.size()) {
			Array dp;
			for (int i = 0; i < dest_paths.size(); i++) {
				dp.push_back(dest_paths[i]);
			}
			f->store_line("dest_files=" + Variant(dp).get_construct_string() + "\n");
		}
		f->store_line("[params]");
		f->store_line("");
		
		for (const ResourceImporter::ImportOption &E : opts) {
			String base = E.option.name;
			String value;
			VariantWriter::write_to_string(params[base], value);
			f->store_line(base + "=" + value);
		}
	}
	
	{
		Ref<FileAccess> md5s = FileAccess::open(base_path + ".md5", FileAccess::WRITE);
		ERR_FAIL_COND_MSG(md5s.is_null(), "Cannot open MD5 file '" + base_path + ".md5'.");