### 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)
valid_extensions.clear();
	import_extensions.clear();
	textfile_extensions.clear();
	List<String> extensionsl;
	ResourceLoader::get_recognized_extensions_for_type("", &extensionsl);
	for (const String &E : extensionsl) {
		valid_extensions.insert(E);
	}
	const Vector<String> textfile_ext = ((String)(EDITOR_GET("docks/filesystem/textfile_extensions"))).split(",", false);
	for (const String &E : textfile_ext) {
		if (valid_extensions.has(E)) {
			continue;
		}
		valid_extensions.insert(E);
		textfile_extensions.insert(E);
	}
	extensionsl.clear();
	ResourceFormatImporter::get_singleton()->get_recognized_extensions(&extensionsl);
	for (const String &E : extensionsl) {
		import_extensions.insert(E);
	}
}
void EditorFileSystem::add_import_format_support_query(Ref<EditorFileSystemImportFormatSupportQuery> p_query) {