### 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
h_scroll->show();
		h_scroll->set_min(MIN(view_offset.x, begin.x));
		h_scroll->set_max(MAX(view_offset.x, end.x) + screen_rect.x);
		h_scroll->set_page(screen_rect.x);
	}
	// Move and resize the scrollbars, avoiding overlap.
	if (is_layout_rtl()) {
		v_scroll->set_begin(Point2(0, (show_rulers) ? RULER_WIDTH : 0));
		v_scroll->set_end(Point2(vmin.width, size.height - (h_scroll->is_visible() ? hmin.height : 0)));
	} else {
		v_scroll->set_begin(Point2(size.width - vmin.width, (show_rulers) ? RULER_WIDTH : 0));
		v_scroll->set_end(Point2(size.width, size.height - (h_scroll->is_visible() ? hmin.height : 0)));
	}
	h_scroll->set_begin(Point2((show_rulers) ? RULER_WIDTH : 0, size.height - hmin.height));
	h_scroll->set_end(Point2(size.width - (v_scroll->is_visible() ? vmin.width : 0), size.height));
	// Calculate scrollable area.
	v_scroll->set_value(view_offset.y);
	h_scroll->set_value(view_offset.x);
	previous_update_view_offset = view_offset;
	updating_scroll = false;
}
void CanvasItemEditor::_update_scroll(real_t) {
	if (updating_scroll) {
		return;
	}
	view_offset.x = h_scroll->get_value();
	view_offset.y = v_scroll->get_value();
	viewport->queue_redraw();
}
void CanvasItemEditor::_zoom_on_position(real_t p_zoom, Point2 p_position) {