### Godot version

4.0 beta 10, mono edition

### System information

Windows 11

### Issue description

No matter what I do Project Camera Override can never detect a game instance.

![image](https://user-images.githubusercontent.com/13719743/209912444-541f642a-42d3-4860-a4e0-54a17dbbab0b.png)

Of relevance: I can see remote nodes. I can see the output in the console. I can see the output in my IDE of choice (Rider). I can toggle debug mode.

It's just the camera that is unable to detect the game instance.

### Steps to reproduce

This happens everywhere, including on a brand new projects where the only nodes are a 2d camera and the Godot svg icon for testing. This also seems to happen when not using Rider as a third party editor.

### Minimal reproduction project

N/A
if (tool != TOOL_RULER) {
		ruler_tool_active = false;
		return false;
	}
	Ref<InputEventMouseButton> b = p_event;
	Ref<InputEventMouseMotion> m = p_event;
	Point2 previous_origin = ruler_tool_origin;
	if (!ruler_tool_active) {
		ruler_tool_origin = snap_point(viewport->get_local_mouse_position() / zoom + view_offset);
	}
	if (b.is_valid() && b->get_button_index() == MouseButton::LEFT) {
		if (b->is_pressed()) {
			ruler_tool_active = true;
		} else {
			ruler_tool_active = false;
		}
		viewport->queue_redraw();
		return true;
	}
	if (m.is_valid() && (ruler_tool_active || (grid_snap_active && previous_origin != ruler_tool_origin))) {
		viewport->queue_redraw();
		return true;
	}
	return false;
}
bool CanvasItemEditor::_gui_input_hover(const Ref<InputEvent> &p_event) {