### 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 (modified_canvas_items.is_empty()) {
		return;
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(action_name);
	for (CanvasItem *ci : modified_canvas_items) {
		CanvasItemEditorSelectedItem *se = editor_selection->get_node_editor_data<CanvasItemEditorSelectedItem>(ci);
		if (se) {
			undo_redo->add_do_method(ci, "_edit_set_state", ci->_edit_get_state());
			undo_redo->add_undo_method(ci, "_edit_set_state", se->undo_state);
			if (commit_bones) {
				for (const Dictionary &F : se->pre_drag_bones_undo_state) {
					ci = Object::cast_to<CanvasItem>(ci->get_parent());
					undo_redo->add_do_method(ci, "_edit_set_state", ci->_edit_get_state());
					undo_redo->add_undo_method(ci, "_edit_set_state", F);
				}
			}
		}
	}
	undo_redo->add_do_method(viewport, "queue_redraw");
	undo_redo->add_undo_method(viewport, "queue_redraw");
	undo_redo->commit_action();
}
void CanvasItemEditor::_snap_changed() {
	static_cast<SnapDialog *>(snap_dialog)->get_fields(grid_offset, grid_step, primary_grid_steps, snap_rotation_offset, snap_rotation_step, snap_scale_step);
	grid_step_multiplier = 0;
	viewport->queue_redraw();
}
void CanvasItemEditor::_selection_result_pressed(int p_result) {