### 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
_draw_percentage_at_position(percent_val, (anchors_pos[dragged_anchor] + anchors_pos[(dragged_anchor + 3) % 4]) / 2, (Side)(dragged_anchor));
			percent_val = anchors_values[(dragged_anchor + 1) % 4];
			percent_val = ((dragged_anchor + 1) % 4 >= 2) ? ANCHOR_END - percent_val : percent_val;
			_draw_percentage_at_position(percent_val, (line_starts[dragged_anchor] + anchors_pos[dragged_anchor]) / 2, (Side)(dragged_anchor));
			percent_val = anchors_values[dragged_anchor];
			percent_val = (dragged_anchor >= 2) ? ANCHOR_END - percent_val : percent_val;
			_draw_percentage_at_position(percent_val, (line_ends[(dragged_anchor + 1) % 4] + anchors_pos[dragged_anchor]) / 2, (Side)((dragged_anchor + 1) % 4));
		}
		// Draw the margin values and the node width/height when dragging control side
		const real_t ratio = 0.33;
		Transform2D parent_transform = xform * control->get_transform().affine_inverse();
		real_t node_pos_in_parent[4];
		Rect2 parent_rect = control->get_parent_anchorable_rect();
		node_pos_in_parent[0] = control->get_anchor(SIDE_LEFT) * parent_rect.size.width + control->get_offset(SIDE_LEFT) + parent_rect.position.x;
		node_pos_in_parent[1] = control->get_anchor(SIDE_TOP) * parent_rect.size.height + control->get_offset(SIDE_TOP) + parent_rect.position.y;
		node_pos_in_parent[2] = control->get_anchor(SIDE_RIGHT) * parent_rect.size.width + control->get_offset(SIDE_RIGHT) + parent_rect.position.x;
		node_pos_in_parent[3] = control->get_anchor(SIDE_BOTTOM) * parent_rect.size.height + control->get_offset(SIDE_BOTTOM) + parent_rect.position.y;
		Point2 start, end;
		switch (drag_type) {
			case DRAG_LEFT:
			case DRAG_TOP_LEFT:
			case DRAG_BOTTOM_LEFT:
				_draw_margin_at_position(control->get_size().width, parent_transform.xform(Vector2((node_pos_in_parent[0] + node_pos_in_parent[2]) / 2, node_pos_in_parent[3])) + Vector2(0, 5), SIDE_BOTTOM);
				[[fallthrough]];
			case DRAG_MOVE:
				start = Vector2(node_pos_in_parent[0], Math::lerp(node_pos_in_parent[1], node_pos_in_parent[3], ratio));
				end = start - Vector2(control->get_offset(SIDE_LEFT), 0);
				_draw_margin_at_position(control->get_offset(SIDE_LEFT), parent_transform.xform((start + end) / 2), SIDE_TOP);
				viewport->draw_line(parent_transform.xform(start), parent_transform.xform(end), color_base, Math::round(EDSCALE));
				break;