### 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
Size2 parent_scale = parent_xform.get_scale();
				scale_factor *= Vector2(1.0 / parent_scale.x, 1.0 / parent_scale.y);
				if (drag_type == DRAG_SCALE_X) {
					scale.x += scale_factor.x;
					if (uniform) {
						scale.y = scale.x * ratio;
					}
				} else if (drag_type == DRAG_SCALE_Y) {
					scale.y -= scale_factor.y;
					if (uniform) {
						scale.x = scale.y / ratio;
					}
				}
			}
			if (snap_scale && !is_ctrl) {
				if (snap_relative) {
					scale.x = original_scale.x * (roundf((scale.x / original_scale.x) / snap_scale_step) * snap_scale_step);
					scale.y = original_scale.y * (roundf((scale.y / original_scale.y) / snap_scale_step) * snap_scale_step);
				} else {
					scale.x = roundf(scale.x / snap_scale_step) * snap_scale_step;
					scale.y = roundf(scale.y / snap_scale_step) * snap_scale_step;
				}
			}
			ci->_edit_set_scale(scale);
			return true;
		}
		
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && !b->is_pressed()) {
			if (drag_selection.size() != 1) {
				_commit_canvas_item_state(