### 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
EditorPluginList *force_over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_force_over();
	if (!force_over_plugin_list->is_empty()) {
		force_over_plugin_list->forward_canvas_force_draw_over_viewport(viewport);
	}
	if (show_rulers) {
		_draw_rulers();
	}
	if (show_guides) {
		_draw_guides();
	}
	_draw_smart_snapping();
	_draw_focus();
	_draw_hover();
	_draw_transform_message();
}
void CanvasItemEditor::update_viewport() {
	_update_scrollbars();
	viewport->queue_redraw();
}
void CanvasItemEditor::set_current_tool(Tool p_tool) {
	_button_tool_select(p_tool);
}
void CanvasItemEditor::_update_editor_settings() {
	select_button->set_icon(get_theme_icon(SNAME("ToolSelect"), SNAME("EditorIcons")));
	list_select_button->set_icon(get_theme_icon(SNAME("ListSelect"), SNAME("EditorIcons")));
	move_button->set_icon(get_theme_icon(SNAME("ToolMove"), SNAME("EditorIcons")));
	scale_button->set_icon(get_theme_icon(SNAME("ToolScale"), SNAME("EditorIcons")));
	rotate_button->set_icon(get_theme_icon(SNAME("ToolRotate"), SNAME("EditorIcons")));
	smart_snap_button->set_icon(get_theme_icon(SNAME("Snap"), SNAME("EditorIcons")));
	grid_snap_button->set_icon(get_theme_icon(SNAME("SnapGrid"), SNAME("EditorIcons")));