### 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
if (_is_node_movable(selection2[i], true)) {
						drag_selection.push_back(selection2[i]);
					}
				}
				if (selection2.size() > 0) {
					drag_type = DRAG_MOVE;
					drag_from = drag_start_origin;
					_save_canvas_item_state(drag_selection);
				}
				return true;
			}
		}
	}
	if (drag_type == DRAG_BOX_SELECTION) {
		if (b.is_valid() && !b->is_pressed() && b->get_button_index() == MouseButton::LEFT) {
			
			Node *scene = EditorNode::get_singleton()->get_edited_scene();
			if (scene) {
				List<CanvasItem *> selitems;
				Point2 bsfrom = drag_from;
				Point2 bsto = box_selecting_to;
				if (bsfrom.x > bsto.x) {
					SWAP(bsfrom.x, bsto.x);
				}
				if (bsfrom.y > bsto.y) {
					SWAP(bsfrom.y, bsto.y);
				}
				_find_canvas_items_in_rect(Rect2(bsfrom, bsto - bsfrom), scene, &selitems);
				if (selitems.size() == 1 && editor_selection->get_selected_node_list().is_empty()) {
					EditorNode::get_singleton()->push_item(selitems[0]);