### 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 (p_game_running) {
		override_camera_button->set_disabled(false);
		override_camera_button->set_tooltip_text(TTR("Project Camera Override\nOverrides the running project's camera with the editor viewport camera."));
	} else {
		override_camera_button->set_disabled(true);
		override_camera_button->set_pressed(false);
		override_camera_button->set_tooltip_text(TTR("Project Camera Override\nNo project instance running. Run the project from the editor to use this feature."));
	}
}
void CanvasItemEditor::_popup_callback(int p_op) {
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	last_option = MenuOption(p_op);
	switch (p_op) {
		case SHOW_ORIGIN: {
			show_origin = !show_origin;
			int idx = view_menu->get_popup()->get_item_index(SHOW_ORIGIN);
			view_menu->get_popup()->set_item_checked(idx, show_origin);
			viewport->queue_redraw();
		} break;
		case SHOW_VIEWPORT: {
			show_viewport = !show_viewport;
			int idx = view_menu->get_popup()->get_item_index(SHOW_VIEWPORT);
			view_menu->get_popup()->set_item_checked(idx, show_viewport);
			viewport->queue_redraw();