### 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
p_zoom = CLAMP(p_zoom, MIN_ZOOM, MAX_ZOOM);
	if (p_zoom == zoom) {
		zoom_widget->set_zoom(p_zoom);
		return;
	}
	real_t prev_zoom = zoom;
	zoom = p_zoom;
	view_offset += p_position / prev_zoom - p_position / zoom;
	// We want to align in-scene pixels to screen pixels, this prevents blurry rendering
	// in small details (texts, lines).
	// This correction adds a jitter movement when zooming, so we correct only when the
	// zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway)
	const real_t closest_zoom_factor = Math::round(zoom);
	if (Math::is_zero_approx(zoom - closest_zoom_factor)) {
		// make sure scene pixel at view_offset is aligned on a screen pixel
		Vector2 view_offset_int = view_offset.floor();
		Vector2 view_offset_frac = view_offset - view_offset_int;
		view_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor;
	}
	zoom_widget->set_zoom(zoom);
	update_viewport();
}
void CanvasItemEditor::_update_zoom(real_t p_zoom) {