### 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
drag_selection,
						vformat(TTR("Scale %d CanvasItems"), drag_selection.size()),
						true);
			} else {
				_commit_canvas_item_state(
						drag_selection,
						vformat(TTR("Scale CanvasItem \"%s\" to (%s, %s)"),
								drag_selection[0]->get_name(),
								Math::snapped(drag_selection[0]->_edit_get_scale().x, 0.01),
								Math::snapped(drag_selection[0]->_edit_get_scale().y, 0.01)),
						true);
			}
			if (key_auto_insert_button->is_pressed()) {
				_insert_animation_keys(false, false, true, true);
			}
			_reset_drag();
			viewport->queue_redraw();
			return true;
		}
		
		if (b.is_valid() && b->get_button_index() == MouseButton::RIGHT && b->is_pressed()) {
			_restore_canvas_item_state(drag_selection);
			_reset_drag();
			viewport->queue_redraw();
			return true;
		}
	}
	return false;
}
bool CanvasItemEditor::_gui_input_move(const Ref<InputEvent> &p_event) {