### 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
} break;
		case ANIM_INSERT_KEY:
		case ANIM_INSERT_KEY_EXISTING: {
			bool existing = p_op == ANIM_INSERT_KEY_EXISTING;
			_insert_animation_keys(true, true, true, existing);
		} break;
		case ANIM_INSERT_POS: {
			key_pos = key_loc_button->is_pressed();
		} break;
		case ANIM_INSERT_ROT: {
			key_rot = key_rot_button->is_pressed();
		} break;
		case ANIM_INSERT_SCALE: {
			key_scale = key_scale_button->is_pressed();
		} break;
		case ANIM_COPY_POSE: {
			pose_clipboard.clear();
			const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
			for (const KeyValue<Node *, Object *> &E : selection) {
				CanvasItem *ci = Object::cast_to<CanvasItem>(E.key);
				if (!ci || !ci->is_visible_in_tree()) {
					continue;
				}
				if (ci->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
					continue;
				}
				if (Object::cast_to<Node2D>(ci)) {
					Node2D *n2d = Object::cast_to<Node2D>(ci);
					PoseClipboard pc;
					pc.pos = n2d->get_position();