### 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_from = click;
				drag_type = DRAG_BOX_SELECTION;
				box_selecting_to = drag_from;
				return true;
			} else {
				bool still_selected = _select_click_on_item(ci, click, b->is_shift_pressed());
				
				if (still_selected) {
					
					drag_start_origin = click;
					drag_type = DRAG_QUEUED;
				}
				
				return true;
			}
		}
	}
	if (drag_type == DRAG_QUEUED) {
		if (b.is_valid() && !b->is_pressed()) {
			_reset_drag();
			return true;
		}
		if (m.is_valid()) {
			Point2 click = transform.affine_inverse().xform(m->get_position());
			bool movement_threshold_passed = drag_start_origin.distance_to(click) > (8 * MAX(1, EDSCALE)) / zoom;
			if (m.is_valid() && movement_threshold_passed) {
				List<CanvasItem *> selection2 = _get_edited_canvas_items();
				drag_selection.clear();
				for (int i = 0; i < selection2.size(); i++) {