### 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)
stream.f = f;
	String assign;
	Variant value;
	VariantParser::Tag next_tag;
	int lines = 0;
	String error_text;
	List<String> to_check;
	String importer_name;
	String source_file = "";
	String source_md5 = "";
	Vector<String> dest_files;
	String dest_md5 = "";
	int version = 0;
	bool found_uid = false;
	while (true) {
		assign = Variant();
		next_tag.fields.clear();
		next_tag.name = String();
		err = VariantParser::parse_tag_assign_eof(&stream, lines, error_text, next_tag, assign, value, nullptr, true);
		if (err == ERR_FILE_EOF) {
			break;
		} else if (err != OK) {
			ERR_PRINT("ResourceFormatImporter::load - '" + p_path + ".import:" + itos(lines) + "' error '" + error_text + "'.");
			return false; 
		}
		if (!assign.is_empty()) {
			if (assign.begins_with("path")) {
				to_check.push_back(value);
			} else if (assign == "files") {
				Array fa = value;