### 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
Color bg_color = get_theme_color(SNAME("dark_color_2"), SNAME("Editor"));
	Color graduation_color = get_theme_color(SNAME("font_color"), SNAME("Editor")).lerp(bg_color, 0.5);
	Color font_color = get_theme_color(SNAME("font_color"), SNAME("Editor"));
	font_color.a = 0.8;
	Ref<Font> font = get_theme_font(SNAME("rulers"), SNAME("EditorFonts"));
	int font_size = get_theme_font_size(SNAME("rulers_size"), SNAME("EditorFonts"));
	
	Transform2D ruler_transform;
	if (grid_snap_active || _is_grid_visible()) {
		List<CanvasItem *> selection = _get_edited_canvas_items();
		if (snap_relative && selection.size() > 0) {
			ruler_transform.translate_local(_get_encompassing_rect_from_list(selection).position);
			ruler_transform.scale_basis(grid_step * Math::pow(2.0, grid_step_multiplier));
		} else {
			ruler_transform.translate_local(grid_offset);
			ruler_transform.scale_basis(grid_step * Math::pow(2.0, grid_step_multiplier));
		}
		while ((transform * ruler_transform).get_scale().x < 50 || (transform * ruler_transform).get_scale().y < 50) {
			ruler_transform.scale_basis(Point2(2, 2));