### 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
Ref<InputEventMouseMotion> m = p_event;
	if (m.is_valid()) {
		Point2 click = transform.affine_inverse().xform(m->get_position());
		
		Vector<_SelectResult> hovering_results_items;
		_get_canvas_items_at_pos(click, hovering_results_items);
		hovering_results_items.sort();
		
		Vector<_HoverResult> hovering_results_tmp;
		for (int i = 0; i < hovering_results_items.size(); i++) {
			CanvasItem *ci = hovering_results_items[i].item;
			if (ci->_edit_use_rect()) {
				continue;
			}
			_HoverResult hover_result;
			hover_result.position = ci->get_global_transform_with_canvas().get_origin();
			hover_result.icon = EditorNode::get_singleton()->get_object_icon(ci);
			hover_result.name = ci->get_name();
			hovering_results_tmp.push_back(hover_result);
		}
		
		bool changed = false;
		if (hovering_results_tmp.size() == hovering_results.size()) {
			for (int i = 0; i < hovering_results_tmp.size(); i++) {
				_HoverResult a = hovering_results_tmp[i];
				_HoverResult b = hovering_results[i];
				if (a.icon != b.icon || a.name != b.name || a.position != b.position) {
					changed = true;
					break;