### 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)
if (v->variant == v->initial) {
				continue;
			}
			vclist.insert(vc);
		}
	}
	for (const KeyValue<String, Variant> &E : p_custom) {
		
		RBMap<StringName, VariantContainer>::Iterator global_prop = props.find(E.key);
		_VCSort vc;
		vc.name = E.key;
		vc.order = global_prop ? global_prop->value.order : 0xFFFFFFF;
		vc.type = E.value.get_type();
		vc.flags = PROPERTY_USAGE_STORAGE;
		vclist.insert(vc);
	}
	RBMap<String, List<String>> save_props;
	for (const _VCSort &E : vclist) {
		String category = E.name;
		String name = E.name;
		int div = category.find("/");
		if (div < 0) {
			category = "";
		} else {
			category = category.substr(0, div);
			name = name.substr(div + 1, name.size());
		}
		save_props[category].push_back(name);
	}
	String save_features;