### 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
dragged_guide_index = -1;
					for (int i = 0; i < vguides.size(); i++) {
						if (ABS(xform.xform(Point2(vguides[i], 0)).x - b->get_position().x) < MIN(minimum, 8)) {
							dragged_guide_index = i;
						}
					}
					if (dragged_guide_index >= 0) {
						
						drag_type = DRAG_V_GUIDE;
					} else {
						
						drag_type = DRAG_H_GUIDE;
					}
					drag_from = xform.affine_inverse().xform(b->get_position());
					return true;
				}
			}
		}
	}
	if (drag_type == DRAG_DOUBLE_GUIDE || drag_type == DRAG_V_GUIDE || drag_type == DRAG_H_GUIDE) {
		
		if (m.is_valid()) {
			Transform2D xform = viewport_scrollable->get_transform() * transform;
			drag_to = xform.affine_inverse().xform(m->get_position());
			dragged_guide_pos = xform.xform(snap_point(drag_to, SNAP_GRID | SNAP_PIXEL | SNAP_OTHER_NODES));
			viewport->queue_redraw();
			return true;
		}
		
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && !b->is_pressed()) {