### 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)
Pair<StringName, StringName> fo(feature, p_name);
					if (!feature_overrides.has(s[0])) {
						feature_overrides[s[0]] = LocalVector<Pair<StringName, StringName>>();
					}
					feature_overrides[s[0]].push_back(fo);
				}
			}
		}
		if (props.has(p_name)) {
			props[p_name].variant = p_value;
		} else {
			props[p_name] = VariantContainer(p_value, last_order++);
		}
		if (p_name.operator String().begins_with("autoload/")) {
			String node_name = p_name.operator String().split("/")[1];
			AutoloadInfo autoload;
			autoload.name = node_name;
			String path = p_value;
			if (path.begins_with("*")) {
				autoload.is_singleton = true;
				autoload.path = path.substr(1);
			} else {
				autoload.path = path;
			}
			add_autoload(autoload);
		}
	}
	return true;
}
bool ProjectSettings::_get(const StringName &p_name, Variant &r_ret) const {