### 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
state["show_guides"] = show_guides;
	state["show_helpers"] = show_helpers;
	state["show_zoom_control"] = zoom_widget->is_visible();
	state["show_edit_locks"] = show_edit_locks;
	state["show_transformation_gizmos"] = show_transformation_gizmos;
	state["snap_rotation"] = snap_rotation;
	state["snap_scale"] = snap_scale;
	state["snap_relative"] = snap_relative;
	state["snap_pixel"] = snap_pixel;
	return state;
}
void CanvasItemEditor::set_state(const Dictionary &p_state) {
	bool update_scrollbars = false;
	Dictionary state = p_state;
	if (state.has("zoom")) {
		// Compensate the editor scale, so that the editor scale can be changed
		// and the zoom level will still be the same (relative to the editor scale).
		zoom = real_t(p_state["zoom"]) * MAX(1, EDSCALE);
		zoom_widget->set_zoom(zoom);
	}
	if (state.has("ofs")) {
		view_offset = p_state["ofs"];
		previous_update_view_offset = view_offset;
		update_scrollbars = true;
	}
	if (state.has("grid_offset")) {
		grid_offset = state["grid_offset"];
	}
	if (state.has("grid_step")) {
		grid_step = state["grid_step"];