### 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
Transform2D simple_xform = viewport->get_transform() * unscaled_transform;
			viewport->draw_set_transform_matrix(simple_xform);
			viewport->draw_texture(position_icon, -(position_icon->get_size() / 2));
			viewport->draw_set_transform_matrix(viewport->get_transform());
		}
		if (single && !item_locked && (tool == TOOL_SELECT || tool == TOOL_MOVE || tool == TOOL_SCALE || tool == TOOL_ROTATE || tool == TOOL_EDIT_PIVOT)) { //ki
			// D
			if (ci->_edit_use_pivot()) {
				// D
				Transform2D unscaled_transform = (xform * ci->get_transform().affine_inverse() * ci->_edit_get_transform()).orthonormalized();
				Transform2D simple_xform = viewport->get_transform() * unscaled_transform;
				viewport->draw_set_transform_matrix(simple_xform);
				viewport->draw_texture(pivot_icon, -(pivot_icon->get_size() / 2).floor());
				viewport->draw_set_transform_matrix(viewport->get_transform());
			}
			// D
			Control *control = Object::cast_to<Control>(ci);
			if (control && _is_node_movable(control)) {
				_draw_control_anchors(control);
				_draw_control_helpers(control);
			}
			// D
			if (tool == TOOL_SELECT && ci->_edit_use_rect() && _is_node_movable(ci)) {
				Rect2 rect = ci->_edit_get_rect();
				const Vector2 endpoints[4] = {
					xform.xform(rect.position),
					xform.xform(rect.position + Vector2(rect.size.x, 0)),
					xform.xform(rect.position + rect.size),
					xform.xform(rect.position + Vector2(0, rect.size.y))
				};