### 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
anchor_pos[1] = Vector2(control->get_anchor(SIDE_RIGHT), control->get_anchor(SIDE_TOP));
					anchor_pos[2] = Vector2(control->get_anchor(SIDE_RIGHT), control->get_anchor(SIDE_BOTTOM));
					anchor_pos[3] = Vector2(control->get_anchor(SIDE_LEFT), control->get_anchor(SIDE_BOTTOM));
					Rect2 anchor_rects[4];
					for (int i = 0; i < 4; i++) {
						anchor_pos[i] = (transform * control->get_global_transform_with_canvas()).xform(_anchor_to_position(control, anchor_pos[i]));
						anchor_rects[i] = Rect2(anchor_pos[i], anchor_handle->get_size());
						if (control->is_layout_rtl()) {
							anchor_rects[i].position -= anchor_handle->get_size() * Vector2(real_t(i == 1 || i == 2), real_t(i <= 1));
						} else {
							anchor_rects[i].position -= anchor_handle->get_size() * Vector2(real_t(i == 0 || i == 3), real_t(i <= 1));
						}
					}
					const DragType dragger[] = {
						DRAG_ANCHOR_TOP_LEFT,
						DRAG_ANCHOR_TOP_RIGHT,
						DRAG_ANCHOR_BOTTOM_RIGHT,
						DRAG_ANCHOR_BOTTOM_LEFT,
					};
					for (int i = 0; i < 4; i++) {
						if (anchor_rects[i].has_point(b->get_position())) {
							if ((anchor_pos[0] == anchor_pos[2]) && (anchor_pos[0].distance_to(b->get_position()) < anchor_handle->get_size().length() / 3.0)) {
								drag_type = DRAG_ANCHOR_ALL;
							} else {
								drag_type = dragger[i];
							}
							drag_from = transform.affine_inverse().xform(b->get_position());
							drag_selection = List<CanvasItem *>();
							drag_selection.push_back(control);
							_save_canvas_item_state(drag_selection);