### 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)
call_deferred(SNAME("emit_signal"), "filesystem_changed"); 
		return;
	}
	String type = ResourceLoader::get_resource_type(p_file);
	if (type.is_empty() && textfile_extensions.has(p_file.get_extension())) {
		type = "TextFile";
	}
	String script_class = ResourceLoader::get_resource_script_class(p_file);
	ResourceUID::ID uid = ResourceLoader::get_resource_uid(p_file);
	if (cpos == -1) {
		
		int idx = 0;
		String file_name = p_file.get_file();
		for (int i = 0; i < fs->files.size(); i++) {
			if (p_file.naturalnocasecmp_to(fs->files[i]->file) < 0) {
				break;
			}
			idx++;
		}
		EditorFileSystemDirectory::FileInfo *fi = memnew(EditorFileSystemDirectory::FileInfo);
		fi->file = file_name;
		fi->import_modified_time = 0;
		fi->import_valid = type == "TextFile" ? true : ResourceLoader::is_import_valid(p_file);
		if (idx == fs->files.size()) {
			fs->files.push_back(fi);
		} else {
			fs->files.insert(idx, fi);
		}
		cpos = idx;
	} else {