### 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)
Vector<String> path = f.split("/");
	if (path.size() == 0) {
		return false;
	}
	String file = path[path.size() - 1];
	path.resize(path.size() - 1);
	EditorFileSystemDirectory *fs = filesystem;
	for (int i = 0; i < path.size(); i++) {
		if (path[i].begins_with(".")) {
			return false;
		}
		int idx = -1;
		for (int j = 0; j < fs->get_subdir_count(); j++) {
			if (fs->get_subdir(j)->get_name() == path[i]) {
				idx = j;
				break;
			}
		}
		if (idx == -1) {
			
			EditorFileSystemDirectory *efsd = memnew(EditorFileSystemDirectory);
			efsd->name = path[i];
			efsd->parent = fs;
			int idx2 = 0;
			for (int j = 0; j < fs->get_subdir_count(); j++) {
				if (efsd->name.naturalnocasecmp_to(fs->get_subdir(j)->get_name()) < 0) {
					break;
				}
				idx2++;
			}