### 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
snap_pixel = !snap_pixel;
			int idx = snap_config_menu->get_popup()->get_item_index(SNAP_USE_PIXEL);
			snap_config_menu->get_popup()->set_item_checked(idx, snap_pixel);
		} break;
		case SNAP_CONFIGURE: {
			static_cast<SnapDialog *>(snap_dialog)->set_fields(grid_offset, grid_step, primary_grid_steps, snap_rotation_offset, snap_rotation_step, snap_scale_step);
			snap_dialog->popup_centered(Size2(220, 160) * EDSCALE);
		} break;
		case SKELETON_SHOW_BONES: {
			List<Node *> selection = editor_selection->get_selected_node_list();
			for (Node *E : selection) {
				// Add children nodes so they are processed
				for (int child = 0; child < E->get_child_count(); child++) {
					selection.push_back(E->get_child(child));
				}
				Bone2D *bone_2d = Object::cast_to<Bone2D>(E);
				if (!bone_2d || !bone_2d->is_inside_tree()) {
					continue;
				}
				bone_2d->_editor_set_show_bone_gizmo(!bone_2d->_editor_get_show_bone_gizmo());
			}
		} break;
		case SHOW_HELPERS: {
			show_helpers = !show_helpers;
			int idx = view_menu->get_popup()->get_item_index(SHOW_HELPERS);
			view_menu->get_popup()->set_item_checked(idx, show_helpers);
			viewport->queue_redraw();
		} break;
		case SHOW_RULERS: {
			show_rulers = !show_rulers;