### 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_grid_visible()) {
		
		Vector2 real_grid_offset;
		const List<CanvasItem *> selection = _get_edited_canvas_items();
		if (snap_relative && selection.size() > 0) {
			const Vector2 topleft = _get_encompassing_rect_from_list(selection).position;
			real_grid_offset.x = fmod(topleft.x, grid_step.x * (real_t)Math::pow(2.0, grid_step_multiplier));
			real_grid_offset.y = fmod(topleft.y, grid_step.y * (real_t)Math::pow(2.0, grid_step_multiplier));
		} else {
			real_grid_offset = grid_offset;
		}
		
		
		const Color secondary_grid_color = EDITOR_GET("editors/2d/grid_color");
		const Color primary_grid_color =
				Color(secondary_grid_color.r, secondary_grid_color.g, secondary_grid_color.b, secondary_grid_color.a * 2.5);
		const Size2 viewport_size = viewport->get_size();
		const Transform2D xform = transform.affine_inverse();
		int last_cell = 0;
		if (grid_step.x != 0) {
			for (int i = 0; i < viewport_size.width; i++) {
				const int cell =
						Math::fast_ftoi(Math::floor((xform.xform(Vector2(i, 0)).x - real_grid_offset.x) / (grid_step.x * Math::pow(2.0, grid_step_multiplier))));
				if (i == 0) {
					last_cell = cell;
				}
				if (last_cell != cell) {
					Color grid_color;
					if (primary_grid_steps == 0) {
						grid_color = secondary_grid_color;