### 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
#include "scene/2d/sprite_2d.h"
#include "scene/2d/touch_screen_button.h"
#include "scene/gui/flow_container.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/nine_patch_rect.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/subviewport_container.h"
#include "scene/gui/view_panner.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
constexpr real_t MIN_ZOOM = 1. / 128;
constexpr real_t MAX_ZOOM = 128;
#define RULER_WIDTH (15 * EDSCALE)
constexpr real_t SCALE_HANDLE_DISTANCE = 25;
constexpr real_t MOVE_HANDLE_DISTANCE = 25;
class SnapDialog : public ConfirmationDialog {
	GDCLASS(SnapDialog, ConfirmationDialog);
	friend class CanvasItemEditor;
	SpinBox *grid_offset_x;
	SpinBox *grid_offset_y;
	SpinBox *grid_step_x;
	SpinBox *grid_step_y;
	SpinBox *primary_grid_steps;
	SpinBox *rotation_offset;
	SpinBox *rotation_step;
	SpinBox *scale_step;
public:
	SnapDialog() {