### 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[0]->_edit_get_pivot().x,
							drag_selection[0]->_edit_get_pivot().y));
			_reset_drag();
			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_rotate(const Ref<InputEvent> &p_event) {
	Ref<InputEventMouseButton> b = p_event;
	Ref<InputEventMouseMotion> m = p_event;
	
	if (drag_type == DRAG_NONE) {
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed()) {
			if ((b->is_command_or_control_pressed() && !b->is_alt_pressed() && tool == TOOL_SELECT) || tool == TOOL_ROTATE) {
				List<CanvasItem *> selection = _get_edited_canvas_items();
				
				for (CanvasItem *E : selection) {
					if (!_is_node_movable(E, true)) {
						selection.erase(E);
					}
				}
				drag_selection = selection;