### 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
c = CURSOR_FDIAGSIZE;
			break;
		case DRAG_TOP_RIGHT:
		case DRAG_BOTTOM_LEFT:
			c = rotation_array[(rotation_array_index + 1) % 4];
			break;
		case DRAG_MOVE:
			c = CURSOR_MOVE;
			break;
		default:
			break;
	}
	if (is_hovering_h_guide) {
		c = CURSOR_VSIZE;
	} else if (is_hovering_v_guide) {
		c = CURSOR_HSIZE;
	}
	if (pan_pressed) {
		c = CURSOR_DRAG;
	}
	if (c != viewport->get_default_cursor_shape()) {
		viewport->set_default_cursor_shape(c);
		
		if (viewport->get_global_rect().has_point(get_global_mouse_position())) {
			DisplayServer::CursorShape ds_cursor_shape = (DisplayServer::CursorShape)viewport->get_default_cursor_shape();
			DisplayServer::get_singleton()->cursor_set_shape(ds_cursor_shape);
		}
	}
}
void CanvasItemEditor::_draw_text_at_position(Point2 p_position, String p_string, Side p_side) {