### 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)
from = reimport_files.size();
	if (groups_to_reimport.size()) {
		HashMap<String, Vector<String>> group_files;
		_find_group_files(filesystem, group_files, groups_to_reimport);
		for (const KeyValue<String, Vector<String>> &E : group_files) {
			pr.step(E.key.get_file(), from++);
			Error err = _reimport_group(E.key, E.value);
			reloads.push_back(E.key);
			reloads.append_array(E.value);
			if (err == OK) {
				_reimport_file(E.key);
			}
		}
	}
	ResourceUID::get_singleton()->update_cache(); 
	_save_filesystem_cache();
	importing = false;
	if (!is_scanning()) {
		emit_signal(SNAME("filesystem_changed"));
	}
	emit_signal(SNAME("resources_reimported"), reloads);
}
Error EditorFileSystem::_resource_import(const String &p_path) {
	Vector<String> files;
	files.push_back(p_path);
	singleton->update_file(p_path);
	singleton->reimport_files(files);
	return OK;
}
bool EditorFileSystem::_should_skip_directory(const String &p_path) {