### 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)
ia.dir = p_dir;
				ia.file = p_dir->files[i]->file;
				scan_actions.push_back(ia);
			}
		}
	}
	for (int i = 0; i < p_dir->subdirs.size(); i++) {
		if ((updated_dir && !p_dir->subdirs[i]->verified) || _should_skip_directory(p_dir->subdirs[i]->get_path())) {
			
			ItemAction ia;
			ia.action = ItemAction::ACTION_DIR_REMOVE;
			ia.dir = p_dir->subdirs[i];
			scan_actions.push_back(ia);
			continue;
		}
		_scan_fs_changes(p_dir->get_subdir(i), p_progress);
	}
}
void EditorFileSystem::_delete_internal_files(String p_file) {
	if (FileAccess::exists(p_file + ".import")) {
		List<String> paths;
		ResourceFormatImporter::get_singleton()->get_internal_resource_path_list(p_file, &paths);
		Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
		for (const String &E : paths) {
			da->remove(E);
		}
		da->remove(p_file + ".import");
	}
}
void EditorFileSystem::_thread_func_sources(void *_userdata) {