### 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
ClassDB::bind_method("_get_editor_data", &CanvasItemEditor::_get_editor_data);
	ClassDB::bind_method(D_METHOD("set_state"), &CanvasItemEditor::set_state);
	ClassDB::bind_method(D_METHOD("update_viewport"), &CanvasItemEditor::update_viewport);
	ClassDB::bind_method("_set_owner_for_node_and_children", &CanvasItemEditor::_set_owner_for_node_and_children);
	ADD_SIGNAL(MethodInfo("item_lock_status_changed"));
	ADD_SIGNAL(MethodInfo("item_group_status_changed"));
}
Dictionary CanvasItemEditor::get_state() const {
	Dictionary state;
	// Take the editor scale into account.
	state["zoom"] = zoom / MAX(1, EDSCALE);
	state["ofs"] = view_offset;
	state["grid_offset"] = grid_offset;
	state["grid_step"] = grid_step;
	state["primary_grid_steps"] = primary_grid_steps;
	state["snap_rotation_offset"] = snap_rotation_offset;
	state["snap_rotation_step"] = snap_rotation_step;
	state["snap_scale_step"] = snap_scale_step;
	state["smart_snap_active"] = smart_snap_active;
	state["grid_snap_active"] = grid_snap_active;
	state["snap_node_parent"] = snap_node_parent;
	state["snap_node_anchors"] = snap_node_anchors;
	state["snap_node_sides"] = snap_node_sides;
	state["snap_node_center"] = snap_node_center;
	state["snap_other_nodes"] = snap_other_nodes;
	state["snap_guides"] = snap_guides;
	state["grid_visibility"] = grid_visibility;
	state["show_origin"] = show_origin;
	state["show_viewport"] = show_viewport;
	state["show_rulers"] = show_rulers;