### 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
pc.rot = n2d->get_rotation();
					pc.scale = n2d->get_scale();
					pc.id = n2d->get_instance_id();
					pose_clipboard.push_back(pc);
				}
			}
		} break;
		case ANIM_PASTE_POSE: {
			if (!pose_clipboard.size()) {
				break;
			}
			undo_redo->create_action(TTR("Paste Pose"));
			for (const PoseClipboard &E : pose_clipboard) {
				Node2D *n2d = Object::cast_to<Node2D>(ObjectDB::get_instance(E.id));
				if (!n2d) {
					continue;
				}
				undo_redo->add_do_method(n2d, "set_position", E.pos);
				undo_redo->add_do_method(n2d, "set_rotation", E.rot);
				undo_redo->add_do_method(n2d, "set_scale", E.scale);
				undo_redo->add_undo_method(n2d, "set_position", n2d->get_position());
				undo_redo->add_undo_method(n2d, "set_rotation", n2d->get_rotation());
				undo_redo->add_undo_method(n2d, "set_scale", n2d->get_scale());
			}
			undo_redo->commit_action();
		} break;
		case ANIM_CLEAR_POSE: {
			HashMap<Node *, Object *> &selection = editor_selection->get_selection();
			for (const KeyValue<Node *, Object *> &E : selection) {
				CanvasItem *ci = Object::cast_to<CanvasItem>(E.key);