### 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
const Point2 p_value,
		const Transform2D p_transform_to_snap,
		Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
		const SnapTarget p_snap_target, List<const CanvasItem *> p_exceptions,
		const Node *p_current) {
	const CanvasItem *ci = Object::cast_to<CanvasItem>(p_current);
	
	bool exception = false;
	for (const CanvasItem *&E : p_exceptions) {
		if (E == p_current) {
			exception = true;
			break;
		}
	};
	if (ci && !exception) {
		Transform2D ci_transform = ci->get_global_transform_with_canvas();
		if (fmod(ci_transform.get_rotation() - p_transform_to_snap.get_rotation(), (real_t)360.0) == 0.0) {
			if (ci->_edit_use_rect()) {
				Point2 begin = ci_transform.xform(ci->_edit_get_rect().get_position());
				Point2 end = ci_transform.xform(ci->_edit_get_rect().get_position() + ci->_edit_get_rect().get_size());
				_snap_if_closer_point(p_value, r_current_snap, r_current_snap_target, begin, p_snap_target, ci_transform.get_rotation());
				_snap_if_closer_point(p_value, r_current_snap, r_current_snap_target, end, p_snap_target, ci_transform.get_rotation());
			} else {
				Point2 position = ci_transform.xform(Point2());
				_snap_if_closer_point(p_value, r_current_snap, r_current_snap_target, position, p_snap_target, ci_transform.get_rotation());
			}