### 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
Dictionary d = p_data;
	if (d.has("type")) {
		if (String(d["type"]) == "files") {
			Vector<String> files = d["files"];
			bool can_instantiate = false;
			List<String> scene_extensions;
			ResourceLoader::get_recognized_extensions_for_type("PackedScene", &scene_extensions);
			List<String> texture_extensions;
			ResourceLoader::get_recognized_extensions_for_type("Texture2D", &texture_extensions);
			for (int i = 0; i < files.size(); i++) {
				String extension = files[i].get_extension().to_lower();
				// Check if dragged files with texture or scene extension can be created at least once.
				if (texture_extensions.find(extension) || scene_extensions.find(extension)) {
					Ref<Resource> res = ResourceLoader::load(files[i]);