### 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_selection[0]->_edit_get_position().y),
							true);
				}
			}
			if (key_auto_insert_button->is_pressed()) {
				_insert_animation_keys(true, false, false, true);
			}
			
			snap_target[0] = SNAP_TARGET_NONE;
			snap_target[1] = SNAP_TARGET_NONE;
			_reset_drag();
			viewport->queue_redraw();
			return true;
		}
		
		if (b.is_valid() && b->get_button_index() == MouseButton::RIGHT && b->is_pressed()) {
			_restore_canvas_item_state(drag_selection, true);
			snap_target[0] = SNAP_TARGET_NONE;
			snap_target[1] = SNAP_TARGET_NONE;
			_reset_drag();
			viewport->queue_redraw();
			return true;
		}
	}
	
	if (k.is_valid() && k->is_pressed() && (tool == TOOL_SELECT || tool == TOOL_MOVE) &&
			(k->get_keycode() == Key::UP || k->get_keycode() == Key::DOWN || k->get_keycode() == Key::LEFT || k->get_keycode() == Key::RIGHT)) {
		if (!k->is_echo()) {
			
			List<CanvasItem *> selection = _get_edited_canvas_items();