### 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
Array hguides = scene->get_meta("_edit_horizontal_guides_", Array());
			for (int i = 0; i < hguides.size(); i++) {
				_snap_if_closer_float(p_target.y, output.y, snap_target[1], hguides[i], SNAP_TARGET_GUIDE);
			}
		}
	}
	if (((grid_snap_active && (p_modes & SNAP_GRID)) || (p_forced_modes & SNAP_GRID)) && fmod(rotation, (real_t)360.0) == 0.0) {
		
		Point2 offset = grid_offset;
		if (snap_relative) {
			List<CanvasItem *> selection = _get_edited_canvas_items();
			if (selection.size() == 1 && Object::cast_to<Node2D>(selection[0])) {
				offset = Object::cast_to<Node2D>(selection[0])->get_global_position();
			} else if (selection.size() > 0) {
				offset = _get_encompassing_rect_from_list(selection).position;
			}
		}
		Point2 grid_output;
		grid_output.x = Math::snapped(p_target.x - offset.x, grid_step.x * Math::pow(2.0, grid_step_multiplier)) + offset.x;
		grid_output.y = Math::snapped(p_target.y - offset.y, grid_step.y * Math::pow(2.0, grid_step_multiplier)) + offset.y;
		_snap_if_closer_point(p_target, output, snap_target, grid_output, SNAP_TARGET_GRID, 0.0, -1.0);
	}
	if (((snap_pixel && (p_modes & SNAP_PIXEL)) || (p_forced_modes & SNAP_PIXEL)) && rotation == 0.0) {
		
		output = output.snapped(Size2(1, 1));
	}
	snap_transform = Transform2D(rotation, output);
	return output;
}
real_t CanvasItemEditor::snap_angle(real_t p_target, real_t p_start) const {