### 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 (importer->get_format_version() > version) {
		return true; 
	}
	
	String base_path = ResourceFormatImporter::get_singleton()->get_import_base_path(p_path);
	Ref<FileAccess> md5s = FileAccess::open(base_path + ".md5", FileAccess::READ, &err);
	if (md5s.is_null()) { 
		return true;
	}
	VariantParser::StreamFile md5_stream;
	md5_stream.f = md5s;
	while (true) {
		assign = Variant();
		next_tag.fields.clear();
		next_tag.name = String();
		err = VariantParser::parse_tag_assign_eof(&md5_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.md5:" + itos(lines) + "' error '" + error_text + "'.");
			return false; 
		}
		if (!assign.is_empty()) {
			if (!p_only_imported_files) {
				if (assign == "source_md5") {
					source_md5 = value;
				} else if (assign == "dest_md5") {
					dest_md5 = value;
				}
			}