### 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
}
					break;
				case DRAG_ANCHOR_TOP_RIGHT:
					if (!use_single_axis || !use_y) {
						control->set_anchor(SIDE_RIGHT, new_anchor.x, false, false);
					}
					if (!use_single_axis || use_y) {
						control->set_anchor(SIDE_TOP, new_anchor.y, false, false);
					}
					break;
				case DRAG_ANCHOR_BOTTOM_RIGHT:
					if (!use_single_axis || !use_y) {
						control->set_anchor(SIDE_RIGHT, new_anchor.x, false, false);
					}
					if (!use_single_axis || use_y) {
						control->set_anchor(SIDE_BOTTOM, new_anchor.y, false, false);
					}
					break;
				case DRAG_ANCHOR_BOTTOM_LEFT:
					if (!use_single_axis || !use_y) {
						control->set_anchor(SIDE_LEFT, new_anchor.x, false, false);
					}
					if (!use_single_axis || use_y) {
						control->set_anchor(SIDE_BOTTOM, new_anchor.y, false, false);
					}
					break;
				case DRAG_ANCHOR_ALL:
					if (!use_single_axis || !use_y) {
						control->set_anchor(SIDE_LEFT, new_anchor.x, false, true);
						control->set_anchor(SIDE_RIGHT, new_anchor.x, false, true);