### 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
}
				Bone2D *bone = Object::cast_to<Bone2D>(b);
				if (bone && bone->get_length() != E.value.length) {
					E.value.length = bone->get_length();
					viewport->queue_redraw();
				}
			}
		} break;
		case NOTIFICATION_ENTER_TREE: {
			select_sb->set_texture(get_theme_icon(SNAME("EditorRect2D"), SNAME("EditorIcons")));
			select_sb->set_margin_size_all(4);
			select_sb->set_default_margin_all(4);
			AnimationPlayerEditor::get_singleton()->get_track_editor()->connect("visibility_changed", callable_mp(this, &CanvasItemEditor::_keying_changed));
			_keying_changed();
			_update_editor_settings();
		} break;
		case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
			select_sb->set_texture(get_theme_icon(SNAME("EditorRect2D"), SNAME("EditorIcons")));
			_update_editor_settings();
		} break;
		case NOTIFICATION_VISIBILITY_CHANGED: {
			if (!is_visible() && override_camera_button->is_pressed()) {
				EditorDebuggerNode *debugger = EditorDebuggerNode::get_singleton();
				debugger->set_camera_override(EditorDebuggerNode::OVERRIDE_NONE);
				override_camera_button->set_pressed(false);
			}
		} break;
	}
}
void CanvasItemEditor::_selection_changed() {