### 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
Transform2D xform = transform * control->get_global_transform_with_canvas();
	if (tool == TOOL_SELECT && show_helpers && !Object::cast_to<Container>(control->get_parent())) {
		// Draw the helpers
		Color color_base = Color(0.8, 0.8, 0.8, 0.5);
		// Compute the anchors
		real_t anchors_values[4];
		anchors_values[0] = control->get_anchor(SIDE_LEFT);
		anchors_values[1] = control->get_anchor(SIDE_TOP);
		anchors_values[2] = control->get_anchor(SIDE_RIGHT);
		anchors_values[3] = control->get_anchor(SIDE_BOTTOM);
		Vector2 anchors[4];
		Vector2 anchors_pos[4];
		for (int i = 0; i < 4; i++) {
			anchors[i] = Vector2((i % 2 == 0) ? anchors_values[i] : anchors_values[(i + 1) % 4], (i % 2 == 1) ? anchors_values[i] : anchors_values[(i + 1) % 4]);
			anchors_pos[i] = xform.xform(_anchor_to_position(control, anchors[i]));
		}
		// Get which anchor is dragged
		int dragged_anchor = -1;
		switch (drag_type) {
			case DRAG_ANCHOR_ALL:
			case DRAG_ANCHOR_TOP_LEFT:
				dragged_anchor = 0;
				break;
			case DRAG_ANCHOR_TOP_RIGHT:
				dragged_anchor = 1;
				break;
			case DRAG_ANCHOR_BOTTOM_RIGHT:
				dragged_anchor = 2;