### 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)
int fc = efd->files.size();
	const EditorFileSystemDirectory::FileInfo *const *files = efd->files.ptr();
	for (int i = 0; i < fc; i++) {
		if (groups_to_reimport.has(files[i]->import_group_file)) {
			if (!group_files.has(files[i]->import_group_file)) {
				group_files[files[i]->import_group_file] = Vector<String>();
			}
			group_files[files[i]->import_group_file].push_back(efd->get_file_path(i));
		}
	}
	for (int i = 0; i < efd->get_subdir_count(); i++) {
		_find_group_files(efd->get_subdir(i), group_files, groups_to_reimport);
	}
}
void EditorFileSystem::reimport_file_with_custom_parameters(const String &p_file, const String &p_importer, const HashMap<StringName, Variant> &p_custom_params) {