### 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 (pivot != se->prev_pivot || anchors[SIDE_LEFT] != se->prev_anchors[SIDE_LEFT] || anchors[SIDE_RIGHT] != se->prev_anchors[SIDE_RIGHT] || anchors[SIDE_TOP] != se->prev_anchors[SIDE_TOP] || anchors[SIDE_BOTTOM] != se->prev_anchors[SIDE_BOTTOM]) {
						se->prev_pivot = pivot;
						se->prev_anchors[SIDE_LEFT] = anchors[SIDE_LEFT];
						se->prev_anchors[SIDE_RIGHT] = anchors[SIDE_RIGHT];
						se->prev_anchors[SIDE_TOP] = anchors[SIDE_TOP];
						se->prev_anchors[SIDE_BOTTOM] = anchors[SIDE_BOTTOM];
						viewport->queue_redraw();
					}
				}
				if (ci->_edit_use_pivot()) {
					nb_having_pivot++;
				}
			}
			// Activate / Deactivate the pivot tool
			pivot_button->set_disabled(nb_having_pivot == 0);
			// Update the viewport if bones changes
			for (KeyValue<BoneKey, BoneList> &E : bone_list) {
				Object *b = ObjectDB::get_instance(E.key.from);
				if (!b) {
					viewport->queue_redraw();
					break;
				}
				Node2D *b2 = Object::cast_to<Node2D>(b);
				if (!b2 || !b2->is_inside_tree()) {
					continue;
				}
				Transform2D global_xform = b2->get_global_transform();
				if (global_xform != E.value.xform) {
					E.value.xform = global_xform;
					viewport->queue_redraw();