### 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)
update_script_mutex.lock();
	update_script_paths.insert(p_path);
	update_script_mutex.unlock();
}
void EditorFileSystem::update_file(const String &p_file) {
	EditorFileSystemDirectory *fs = nullptr;
	int cpos = -1;
	if (!_find_file(p_file, &fs, cpos)) {
		if (!fs) {
			return;
		}
	}
	if (!FileAccess::exists(p_file)) {
		
		_delete_internal_files(p_file);
		if (cpos != -1) { 
			if (fs->files[cpos]->uid != ResourceUID::INVALID_ID) {
				if (ResourceUID::get_singleton()->has_id(fs->files[cpos]->uid)) {
					ResourceUID::get_singleton()->remove_id(fs->files[cpos]->uid);
				}
			}
			if (ClassDB::is_parent_class(fs->files[cpos]->type, SNAME("Script"))) {
				_queue_update_script_class(p_file);
			}
			memdelete(fs->files[cpos]);
			fs->files.remove_at(cpos);
		}
		_update_pending_script_classes();