### 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)
ERR_FAIL_INDEX_V(p_idx, files.size(), Vector<String>());
	Vector<String> deps;
	for (int i = 0; i < files[p_idx]->deps.size(); i++) {
		String dep = files[p_idx]->deps[i];
		int sep_idx = dep.find("::"); 
		if (sep_idx != -1) {
			dep = dep.substr(0, sep_idx);
		}
		ResourceUID::ID uid = ResourceUID::get_singleton()->text_to_id(dep);
		if (uid != ResourceUID::INVALID_ID) {
			
			if (ResourceUID::get_singleton()->has_id(uid)) {
				dep = ResourceUID::get_singleton()->get_id_path(uid);
			} else {
				continue;
			}
		}
		deps.push_back(dep);
	}
	return deps;
}
bool EditorFileSystemDirectory::get_file_import_is_valid(int p_idx) const {