### 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
// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	lock_button->set_shortcut(ED_SHORTCUT("editor/lock_selected_nodes", TTR("Lock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::L));
	unlock_button = memnew(Button);
	unlock_button->set_flat(true);
	main_menu_hbox->add_child(unlock_button);
	unlock_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNLOCK_SELECTED));
	unlock_button->set_tooltip_text(TTR("Unlock selected node, allowing selection and movement."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	unlock_button->set_shortcut(ED_SHORTCUT("editor/unlock_selected_nodes", TTR("Unlock Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::L));
	group_button = memnew(Button);
	group_button->set_flat(true);
	main_menu_hbox->add_child(group_button);
	group_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(GROUP_SELECTED));
	group_button->set_tooltip_text(TTR("Make selected node's children not selectable."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	group_button->set_shortcut(ED_SHORTCUT("editor/group_selected_nodes", TTR("Group Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | Key::G));
	ungroup_button = memnew(Button);
	ungroup_button->set_flat(true);
	main_menu_hbox->add_child(ungroup_button);
	ungroup_button->connect("pressed", callable_mp(this, &CanvasItemEditor::_popup_callback).bind(UNGROUP_SELECTED));
	ungroup_button->set_tooltip_text(TTR("Make selected node's children selectable."));
	// Define the shortcut globally (without a context) so that it works if the Scene tree dock is currently focused.
	ungroup_button->set_shortcut(ED_SHORTCUT("editor/ungroup_selected_nodes", TTR("Ungroup Selected Node(s)"), KeyModifierMask::CMD_OR_CTRL | KeyModifierMask::SHIFT | Key::G));
	main_menu_hbox->add_child(memnew(VSeparator));
	skeleton_menu = memnew(MenuButton);
	skeleton_menu->set_shortcut_context(this);
	main_menu_hbox->add_child(skeleton_menu);
	skeleton_menu->set_tooltip_text(TTR("Skeleton Options"));
	skeleton_menu->set_switch_on_hover(true);
	p = skeleton_menu->get_popup();