### 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_snap_active = p_status;
	viewport->queue_redraw();
}
void CanvasItemEditor::_button_override_camera(bool p_pressed) {
	EditorDebuggerNode *debugger = EditorDebuggerNode::get_singleton();
	if (p_pressed) {
		debugger->set_camera_override(EditorDebuggerNode::OVERRIDE_2D);
	} else {
		debugger->set_camera_override(EditorDebuggerNode::OVERRIDE_NONE);
	}
}
void CanvasItemEditor::_button_tool_select(int p_index) {
	Button *tb[TOOL_MAX] = { select_button, list_select_button, move_button, scale_button, rotate_button, pivot_button, pan_button, ruler_button };
	for (int i = 0; i < TOOL_MAX; i++) {
		tb[i]->set_pressed(i == p_index);
	}
	tool = (Tool)p_index;
	viewport->queue_redraw();
	_update_cursor();
}
void CanvasItemEditor::_insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing) {
	const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
	AnimationTrackEditor *te = AnimationPlayerEditor::get_singleton()->get_track_editor();
	te->make_insert_queue();
	for (const KeyValue<Node *, Object *> &E : selection) {
		CanvasItem *ci = Object::cast_to<CanvasItem>(E.key);
		if (!ci || !ci->is_visible_in_tree()) {
			continue;
		}