### 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
drag_selection.clear();
			for (CanvasItem *item : selection) {
				if (_is_node_movable(item, true)) {
					drag_selection.push_back(item);
				}
			}
			drag_type = DRAG_KEY_MOVE;
			drag_from = Vector2();
			drag_to = Vector2();
			_save_canvas_item_state(drag_selection, true);
		}
		if (drag_selection.size() > 0) {
			_restore_canvas_item_state(drag_selection, true);
			bool move_local_base = k->is_alt_pressed();
			bool move_local_base_rotated = k->is_ctrl_pressed() || k->is_meta_pressed();
			Vector2 dir;
			if (k->get_keycode() == Key::UP) {
				dir += Vector2(0, -1);
			} else if (k->get_keycode() == Key::DOWN) {
				dir += Vector2(0, 1);
			} else if (k->get_keycode() == Key::LEFT) {
				dir += Vector2(-1, 0);
			} else if (k->get_keycode() == Key::RIGHT) {
				dir += Vector2(1, 0);
			}
			if (k->is_shift_pressed()) {
				dir *= grid_step * Math::pow(2.0, grid_step_multiplier);
			}
			drag_to += dir;
			if (k->is_shift_pressed()) {