### 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)
modified_time = 0;
	parent = nullptr;
}
EditorFileSystemDirectory::~EditorFileSystemDirectory() {
	for (int i = 0; i < files.size(); i++) {
		memdelete(files[i]);
	}
	for (int i = 0; i < subdirs.size(); i++) {
		memdelete(subdirs[i]);
	}
}
void EditorFileSystem::_scan_filesystem() {
	ERR_FAIL_COND(!scanning || new_filesystem);
	
	String cpath;
	sources_changed.clear();
	file_cache.clear();
	String project = ProjectSettings::get_singleton()->get_resource_path();
	String fscache = EditorPaths::get_singleton()->get_project_settings_dir().path_join(CACHE_FILE_NAME);
	{
		Ref<FileAccess> f = FileAccess::open(fscache, FileAccess::READ);
		bool first = true;
		if (f.is_valid()) {