### 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
break;
			}
		}
		
		if (!ci || duplicate || (ci != scene && ci->get_owner() != scene && !scene->is_editable_instance(ci->get_owner())) || (!p_allow_locked && _is_node_locked(ci))) {
			r_items.remove_at(i);
			i--;
		} else {
			r_items.write[i].item = ci;
		}
	}
}
void CanvasItemEditor::_find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List<CanvasItem *> *r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {
	if (!p_node) {
		return;
	}
	if (Object::cast_to<Viewport>(p_node)) {
		return;
	}
	CanvasItem *ci = Object::cast_to<CanvasItem>(p_node);
	Node *scene = EditorNode::get_singleton()->get_edited_scene();
	bool editable = p_node == scene || p_node->get_owner() == scene || p_node == scene->get_deepest_editable_node(p_node);
	bool lock_children = p_node->get_meta("_edit_group_", false);
	bool locked = _is_node_locked(p_node);
	if (!lock_children || !editable) {
		for (int i = p_node->get_child_count() - 1; i >= 0; i--) {
			if (ci) {
				if (!ci->is_set_as_top_level()) {
					_find_canvas_items_in_rect(p_rect, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform);
				} else {