### 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
default:
				break;
		}
		switch (drag_type) {
			case DRAG_BOTTOM:
			case DRAG_BOTTOM_LEFT:
			case DRAG_BOTTOM_RIGHT:
				_draw_margin_at_position(control->get_size().height, parent_transform.xform(Vector2(node_pos_in_parent[2], (node_pos_in_parent[1] + node_pos_in_parent[3]) / 2) + Vector2(5, 0)), SIDE_RIGHT);
				[[fallthrough]];
			case DRAG_MOVE:
				start = Vector2(Math::lerp(node_pos_in_parent[2], node_pos_in_parent[0], ratio), node_pos_in_parent[3]);
				end = start - Vector2(0, control->get_offset(SIDE_BOTTOM));
				_draw_margin_at_position(control->get_offset(SIDE_BOTTOM), parent_transform.xform((start + end) / 2), SIDE_RIGHT);
				viewport->draw_line(parent_transform.xform(start), parent_transform.xform(end), color_base, Math::round(EDSCALE));
				break;
			default:
				break;
		}
		switch (drag_type) {
			//Dr
			case DRAG_LEFT:
			case DRAG_TOP_LEFT:
			case DRAG_TOP:
			case DRAG_TOP_RIGHT:
			case DRAG_RIGHT:
			case DRAG_BOTTOM_RIGHT:
			case DRAG_BOTTOM:
			case DRAG_BOTTOM_LEFT:
			case DRAG_MOVE:
				if (control->get_rotation() != 0.0 || control->get_scale() != Vector2(1, 1)) {