### 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
bool is_shift = Input::get_singleton()->is_key_pressed(Key::SHIFT);
	bool is_ctrl = Input::get_singleton()->is_key_pressed(Key::CTRL);
	bool is_alt = Input::get_singleton()->is_key_pressed(Key::ALT);
	selected_files.clear();
	Dictionary d = p_data;
	if (d.has("type") && String(d["type"]) == "files") {
		selected_files = d["files"];
	}
	if (selected_files.size() == 0) {
		return;
	}
	List<Node *> selected_nodes = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list();
	Node *root_node = EditorNode::get_singleton()->get_edited_scene();
	if (selected_nodes.size() > 0) {
		Node *selected_node = selected_nodes[0];
		target_node = root_node;
		if (is_ctrl) {
			target_node = selected_node;
		} else if (is_shift && selected_node != root_node) {
			target_node = selected_node->get_parent();
		}
	} else {
		if (root_node) {
			target_node = root_node;
		} else {
			target_node = nullptr;
		}
	}
	drop_pos = p_point;