### 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
}
			}
			add_node_menu->reset_size();
			add_node_menu->set_position(viewport->get_screen_transform().xform(b->get_position()));
			add_node_menu->popup();
			node_create_position = transform.affine_inverse().xform(b->get_position());
			return true;
		}
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed() && tool == TOOL_SELECT && !panner->is_panning()) {
			
			Point2 click = transform.affine_inverse().xform(b->get_position());
			Node *scene = EditorNode::get_singleton()->get_edited_scene();
			if (!scene) {
				return true;
			}
			
			CanvasItem *ci = nullptr;
			Vector<_SelectResult> selection = Vector<_SelectResult>();
			
			_get_canvas_items_at_pos(click, selection);
			if (!selection.is_empty()) {
				ci = selection[0].item;
			}
			if (!ci) {
				
				if (!b->is_shift_pressed()) {
					
					editor_selection->clear();
					viewport->queue_redraw();
					selected_from_canvas = true;