### 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 (path.size() == 0) {
		return nullptr;
	}
	EditorFileSystemDirectory *fs = filesystem;
	for (int i = 0; i < path.size(); i++) {
		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) {
			return nullptr;
		} else {
			fs = fs->get_subdir(idx);
		}
	}
	return fs;
}
void EditorFileSystem::_save_late_updated_files() {
	
	String fscache = EditorPaths::get_singleton()->get_project_settings_dir().path_join("filesystem_update4");
	Ref<FileAccess> f = FileAccess::open(fscache, FileAccess::WRITE);
	ERR_FAIL_COND_MSG(f.is_null(), "Cannot create file '" + fscache + "'. Check user write permissions.");
	for (const String &E : late_update_files) {
		f->store_line(E);
	}
}
Vector<String> EditorFileSystem::_get_dependencies(const String &p_path) {