### 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
Color guide_color = EDITOR_GET("editors/2d/guides_color");
	Transform2D xform = viewport_scrollable->get_transform() * transform;
	
	if (Node *scene = EditorNode::get_singleton()->get_edited_scene()) {
		Array vguides = scene->get_meta("_edit_vertical_guides_", Array());
		for (int i = 0; i < vguides.size(); i++) {
			if (drag_type == DRAG_V_GUIDE && i == dragged_guide_index) {
				continue;
			}
			real_t x = xform.xform(Point2(vguides[i], 0)).x;
			viewport->draw_line(Point2(x, 0), Point2(x, viewport->get_size().y), guide_color, Math::round(EDSCALE));
		}
		Array hguides = scene->get_meta("_edit_horizontal_guides_", Array());
		for (int i = 0; i < hguides.size(); i++) {
			if (drag_type == DRAG_H_GUIDE && i == dragged_guide_index) {
				continue;
			}
			real_t y = xform.xform(Point2(0, hguides[i])).y;
			viewport->draw_line(Point2(0, y), Point2(viewport->get_size().x, y), guide_color, Math::round(EDSCALE));
		}
	}
	
	Color text_color = get_theme_color(SNAME("font_color"), SNAME("Editor"));
	Color outline_color = text_color.inverted();
	const float outline_size = 2;
	if (drag_type == DRAG_DOUBLE_GUIDE || drag_type == DRAG_V_GUIDE) {
		String str = TS->format_number(vformat("%d px", Math::round(xform.affine_inverse().xform(dragged_guide_pos).x)));
		Ref<Font> font = get_theme_font(SNAME("bold"), SNAME("EditorFonts"));