### 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
String new_bone_name = n2d->get_name();
				new_bone_name += "Bone2D";
				new_bone->set_name(new_bone_name);
				new_bone->set_transform(n2d->get_transform());
				Node *n2d_parent = n2d->get_parent();
				if (!n2d_parent) {
					continue;
				}
				undo_redo->add_do_method(n2d_parent, "add_child", new_bone);
				undo_redo->add_do_method(n2d_parent, "remove_child", n2d);
				undo_redo->add_do_method(new_bone, "add_child", n2d);
				undo_redo->add_do_method(n2d, "set_transform", Transform2D());
				undo_redo->add_do_method(this, "_set_owner_for_node_and_children", new_bone, editor_root);
				undo_redo->add_undo_method(new_bone, "remove_child", n2d);
				undo_redo->add_undo_method(n2d_parent, "add_child", n2d);
				undo_redo->add_undo_method(n2d, "set_transform", new_bone->get_transform());
				undo_redo->add_undo_method(new_bone, "queue_free");
				undo_redo->add_undo_method(this, "_set_owner_for_node_and_children", n2d, editor_root);
			}
			undo_redo->commit_action();
		} break;
	}
}
void CanvasItemEditor::_set_owner_for_node_and_children(Node *p_node, Node *p_owner) {
	p_node->set_owner(p_owner);
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_set_owner_for_node_and_children(p_node->get_child(i), p_owner);
	}
}
void CanvasItemEditor::_focus_selection(int p_op) {