### 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 (idx2 == fs->get_subdir_count()) {
				fs->subdirs.push_back(efsd);
			} else {
				fs->subdirs.insert(idx2, efsd);
			}
			fs = efsd;
		} else {
			fs = fs->get_subdir(idx);
		}
	}
	int cpos = -1;
	for (int i = 0; i < fs->files.size(); i++) {
		if (fs->files[i]->file == file) {
			cpos = i;
			break;
		}
	}
	r_file_pos = cpos;
	*r_d = fs;
	return cpos != -1;
}
String EditorFileSystem::get_file_type(const String &p_file) const {
	EditorFileSystemDirectory *fs = nullptr;
	int cpos = -1;
	if (!_find_file(p_file, &fs, cpos)) {
		return "";
	}
	return fs->files[cpos]->type;
}
EditorFileSystemDirectory *EditorFileSystem::find_file(const String &p_file, int *r_index) const {