### 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
_remove_preview();
	List<BaseButton *> btn_list;
	button_group->get_buttons(&btn_list);
	for (int i = 0; i < btn_list.size(); i++) {
		CheckBox *check = Object::cast_to<CheckBox>(btn_list[i]);
		check->set_pressed(check->get_text() == default_texture_node_type);
	}
	selector->set_title(vformat(TTR("Add %s"), default_texture_node_type));
	selector->popup_centered();
}
bool CanvasItemEditorViewport::_only_packed_scenes_selected() const {
	for (int i = 0; i < selected_files.size(); ++i) {
		if (ResourceLoader::load(selected_files[i])->get_class() != "PackedScene") {
			return false;
		}
	}
	return true;
}
void CanvasItemEditorViewport::drop_data(const Point2 &p_point, const Variant &p_data) {