### 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
item_rect = t.xform(item_rect);
		Rect2 canvas_item_rect(pos + scale * item_rect.position, scale * item_rect.size);
		if (count == 1) {
			rect = canvas_item_rect;
		} else {
			rect = rect.merge(canvas_item_rect);
		}
	};
	if (p_op == VIEW_CENTER_TO_SELECTION) {
		center = rect.get_center();
		Vector2 offset = viewport->get_size() / 2 - EditorNode::get_singleton()->get_scene_root()->get_global_canvas_transform().xform(center);
		view_offset -= (offset / zoom).round();
		update_viewport();
	} else { // VIEW_FRAME_TO_SELECTION
		if (rect.size.x > CMP_EPSILON && rect.size.y > CMP_EPSILON) {
			real_t scale_x = viewport->get_size().x / rect.size.x;
			real_t scale_y = viewport->get_size().y / rect.size.y;
			zoom = scale_x < scale_y ? scale_x : scale_y;
			zoom *= 0.90;
			viewport->queue_redraw();
			zoom_widget->set_zoom(zoom);
			call_deferred(SNAME("_popup_callback"), VIEW_CENTER_TO_SELECTION);
		}
	}
}
void CanvasItemEditor::_reset_drag() {
	drag_type = DRAG_NONE;
	drag_selection.clear();
}
void CanvasItemEditor::_bind_methods() {