### 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
Point2 p_value,
		Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
		Point2 p_target_value, const SnapTarget p_snap_target,
		const real_t rotation,
		const real_t p_radius) {
	Transform2D rot_trans = Transform2D(rotation, Point2());
	p_value = rot_trans.inverse().xform(p_value);
	p_target_value = rot_trans.inverse().xform(p_target_value);
	r_current_snap = rot_trans.inverse().xform(r_current_snap);
	_snap_if_closer_float(
			p_value.x,
			r_current_snap.x,
			r_current_snap_target[0],
			p_target_value.x,
			p_snap_target,
			p_radius);
	_snap_if_closer_float(
			p_value.y,
			r_current_snap.y,
			r_current_snap_target[1],
			p_target_value.y,
			p_snap_target,
			p_radius);
	r_current_snap = rot_trans.xform(r_current_snap);
}
void CanvasItemEditor::_snap_other_nodes(