### 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 (y_handle_rect.has_point(simple_xform.affine_inverse().xform(b->get_position()))) {
							drag_type = DRAG_MOVE_Y;
						}
					}
					drag_from = transform.affine_inverse().xform(b->get_position());
					_save_canvas_item_state(drag_selection);
				}
				return true;
			}
		}
	}
	if (drag_type == DRAG_MOVE || drag_type == DRAG_MOVE_X || drag_type == DRAG_MOVE_Y) {
		
		if (m.is_valid()) {
			_restore_canvas_item_state(drag_selection, true);
			drag_to = transform.affine_inverse().xform(m->get_position());
			Point2 previous_pos;
			if (!drag_selection.is_empty()) {
				if (drag_selection.size() == 1) {
					Transform2D xform = drag_selection[0]->get_global_transform_with_canvas() * drag_selection[0]->get_transform().affine_inverse();
					previous_pos = xform.xform(drag_selection[0]->_edit_get_position());
				} else {
					previous_pos = _get_encompassing_rect_from_list(drag_selection).position;
				}
			}
			Point2 new_pos = snap_point(previous_pos + (drag_to - drag_from), SNAP_GRID | SNAP_GUIDES | SNAP_PIXEL | SNAP_NODE_PARENT | SNAP_NODE_ANCHORS | SNAP_OTHER_NODES, 0, nullptr, drag_selection);
			if (drag_type == DRAG_MOVE_X) {
				new_pos.y = previous_pos.y;
			} else if (drag_type == DRAG_MOVE_Y) {
				new_pos.x = previous_pos.x;