### 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)
if (FileAccess::exists(get_resource_path().path_join(get_safe_project_name() + ".csproj"))) {
		
		if (!project_features.has("C#")) {
			project_features.append("C#");
		}
	} else {
		
		if (project_features.has("C#")) {
			project_features.remove_at(project_features.find("C#"));
		}
	}
	project_features = _trim_to_supported_features(project_features);
	set_setting("application/config/features", project_features);
#endif 
	RBSet<_VCSort> vclist;
	if (p_merge_with_current) {
		for (const KeyValue<StringName, VariantContainer> &G : props) {
			const VariantContainer *v = &G.value;
			if (v->hide_from_editor) {
				continue;
			}
			if (p_custom.has(G.key)) {
				continue;
			}
			_VCSort vc;
			vc.name = G.key; 
			vc.order = v->order;
			vc.type = v->variant.get_type();
			vc.flags = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE;