### 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
if (has_chain && ik_chain.size()) {
					for (Node2D *&F : ik_chain) {
						if (key_pos) {
							te->insert_node_value_key(F, "position", F->get_position(), p_on_existing);
						}
						if (key_rot) {
							te->insert_node_value_key(F, "rotation", F->get_rotation(), p_on_existing);
						}
						if (key_scale) {
							te->insert_node_value_key(F, "scale", F->get_scale(), p_on_existing);
						}
					}
				}
			}
		} else if (Object::cast_to<Control>(ci)) {
			Control *ctrl = Object::cast_to<Control>(ci);
			if (key_pos) {
				te->insert_node_value_key(ctrl, "position", ctrl->get_position(), p_on_existing);
			}
			if (key_rot) {
				te->insert_node_value_key(ctrl, "rotation", ctrl->get_rotation(), p_on_existing);
			}
			if (key_scale) {
				te->insert_node_value_key(ctrl, "size", ctrl->get_size(), p_on_existing);
			}
		}
	}
	te->commit_insert_queue();
}
void CanvasItemEditor::_update_override_camera_button(bool p_game_running) {