### 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)
String project_data_path = ProjectSettings::get_singleton()->get_project_data_path();
	if (p_path == project_data_path || p_path.begins_with(project_data_path + "/")) {
		return true;
	}
	if (FileAccess::exists(p_path.path_join("project.godot"))) {
		
		return true;
	}
	if (FileAccess::exists(p_path.path_join(".gdignore"))) {
		
		return true;
	}
	return false;
}
bool EditorFileSystem::is_group_file(const String &p_path) const {
	return group_file_cache.has(p_path);
}
void EditorFileSystem::_move_group_files(EditorFileSystemDirectory *efd, const String &p_group_file, const String &p_new_location) {
	int fc = efd->files.size();
	EditorFileSystemDirectory::FileInfo *const *files = efd->files.ptrw();
	for (int i = 0; i < fc; i++) {
		if (files[i]->import_group_file == p_group_file) {
			files[i]->import_group_file = p_new_location;
			Ref<ConfigFile> config;
			config.instantiate();
			String path = efd->get_file_path(i) + ".import";
			Error err = config->load(path);
			if (err != OK) {
				continue;