### 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)
group_file_cache.clear();
	String fscache = EditorPaths::get_singleton()->get_project_settings_dir().path_join(CACHE_FILE_NAME);
	Ref<FileAccess> f = FileAccess::open(fscache, FileAccess::WRITE);
	ERR_FAIL_COND_MSG(f.is_null(), "Cannot create file '" + fscache + "'. Check user write permissions.");
	f->store_line(filesystem_settings_version_for_import);
	_save_filesystem_cache(filesystem, f);
}
void EditorFileSystem::_thread_func(void *_userdata) {
	EditorFileSystem *sd = (EditorFileSystem *)_userdata;
	sd->_scan_filesystem();
}
bool EditorFileSystem::_test_for_reimport(const String &p_path, bool p_only_imported_files) {
	if (!reimport_on_missing_imported_files && p_only_imported_files) {
		return false;
	}
	if (!FileAccess::exists(p_path + ".import")) {
		return true;
	}
	if (!ResourceFormatImporter::get_singleton()->are_import_settings_valid(p_path)) {
		
		return true;
	}
	Error err;
	Ref<FileAccess> f = FileAccess::open(p_path + ".import", FileAccess::READ, &err);
	if (f.is_null()) { 
		return true;
	}
	VariantParser::StreamFile stream;