### 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
List<CanvasItem *> selection;
	for (const KeyValue<Node *, Object *> &E : editor_selection->get_selection()) {
		CanvasItem *ci = Object::cast_to<CanvasItem>(E.key);
		if (ci && ci->is_visible_in_tree() && ci->get_viewport() == EditorNode::get_singleton()->get_scene_root() && (retrieve_locked || !_is_node_locked(ci))) {
			CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(ci);
			if (se) {
				selection.push_back(ci);
			}
		}
	}
	if (remove_canvas_item_if_parent_in_selection) {
		List<CanvasItem *> filtered_selection;
		for (CanvasItem *E : selection) {
			if (!selection.find(E->get_parent())) {
				filtered_selection.push_back(E);
			}
		}
		return filtered_selection;
	} else {
		return selection;
	}
}
Vector2 CanvasItemEditor::_anchor_to_position(const Control *p_control, Vector2 anchor) {