### 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)
} break;
			case ItemAction::ACTION_DIR_REMOVE: {
				ERR_CONTINUE(!ia.dir->parent);
				ia.dir->parent->subdirs.erase(ia.dir);
				memdelete(ia.dir);
				fs_changed = true;
			} break;
			case ItemAction::ACTION_FILE_ADD: {
				int idx = 0;
				for (int i = 0; i < ia.dir->files.size(); i++) {
					if (ia.new_file->file.naturalnocasecmp_to(ia.dir->files[i]->file) < 0) {
						break;
					}
					idx++;
				}
				if (idx == ia.dir->files.size()) {
					ia.dir->files.push_back(ia.new_file);
				} else {
					ia.dir->files.insert(idx, ia.new_file);
				}
				fs_changed = true;
				if (ClassDB::is_parent_class(ia.new_file->type, SNAME("Script"))) {
					_queue_update_script_class(ia.dir->get_file_path(idx));
				}
			} break;
			case ItemAction::ACTION_FILE_REMOVE: {
				int idx = ia.dir->find_file_index(ia.file);
				ERR_CONTINUE(idx == -1);
				if (ClassDB::is_parent_class(ia.dir->files[idx]->type, SNAME("Script"))) {
					_queue_update_script_class(ia.dir->get_file_path(idx));