### 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)
continue;
		}
		for (int i = 0; i < ScriptServer::get_language_count(); i++) {
			ScriptLanguage *lang = ScriptServer::get_language(i);
			if (lang->supports_documentation() && efd->files[index]->type == lang->get_type()) {
				Ref<Script> scr = ResourceLoader::load(path);
				if (scr.is_null()) {
					continue;
				}
				Vector<DocData::ClassDoc> docs = scr->get_documentation();
				for (int j = 0; j < docs.size(); j++) {
					EditorHelp::get_doc_data()->add_doc(docs[j]);
				}
			}
		}
	}
	update_script_paths.clear();
	update_script_mutex.unlock();
	ScriptServer::save_global_classes();
	EditorNode::get_editor_data().script_class_save_icon_paths();
	emit_signal("script_classes_updated");
	
	
	
	ResourceLoader::remove_custom_loaders();
	ResourceLoader::add_custom_loaders();
	ResourceSaver::remove_custom_savers();
	ResourceSaver::add_custom_savers();
}
void EditorFileSystem::_update_pending_script_classes() {