### 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 (nodes_to_move.is_empty()) {
				return;
			}
			Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
			undo_redo->create_action(TTR("Move Node(s) to Position"));
			for (Node *node : nodes_to_move) {
				CanvasItem *ci = Object::cast_to<CanvasItem>(node);
				if (ci) {
					Transform2D xform = ci->get_global_transform_with_canvas().affine_inverse() * ci->get_transform();
					undo_redo->add_do_method(ci, "_edit_set_position", xform.xform(node_create_position));
					undo_redo->add_undo_method(ci, "_edit_set_position", ci->_edit_get_position());
				}
			}
			undo_redo->commit_action();
			_reset_create_position();
		} break;
	}
}
void CanvasItemEditor::_node_created(Node *p_node) {
	if (node_create_position == Point2()) {
		return;
	}
	CanvasItem *c = Object::cast_to<CanvasItem>(p_node);
	if (c) {
		Transform2D xform = c->get_global_transform_with_canvas().affine_inverse() * c->get_transform();
		c->_edit_set_position(xform.xform(node_create_position));
	}
	call_deferred(SNAME("_reset_create_position")); 
}
void CanvasItemEditor::_reset_create_position() {