### 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
grid_offset_x->set_value(p_grid_offset.x);
		grid_offset_y->set_value(p_grid_offset.y);
		grid_step_x->set_value(p_grid_step.x);
		grid_step_y->set_value(p_grid_step.y);
		primary_grid_steps->set_value(p_primary_grid_steps);
		rotation_offset->set_value(Math::rad_to_deg(p_rotation_offset));
		rotation_step->set_value(Math::rad_to_deg(p_rotation_step));
		scale_step->set_value(p_scale_step);
	}
	void get_fields(Point2 &p_grid_offset, Point2 &p_grid_step, int &p_primary_grid_steps, real_t &p_rotation_offset, real_t &p_rotation_step, real_t &p_scale_step) {
		p_grid_offset = Point2(grid_offset_x->get_value(), grid_offset_y->get_value());
		p_grid_step = Point2(grid_step_x->get_value(), grid_step_y->get_value());
		p_primary_grid_steps = int(primary_grid_steps->get_value());
		p_rotation_offset = Math::deg_to_rad(rotation_offset->get_value());
		p_rotation_step = Math::deg_to_rad(rotation_step->get_value());
		p_scale_step = scale_step->get_value();
	}
};
bool CanvasItemEditor::_is_node_locked(const Node *p_node) {