### 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;
			}
		}
		for (Node *E : selection) {
			if (Object::cast_to<CanvasItem>(E) && !Object::cast_to<CanvasItem>(E)->has_meta("_edit_group_")) {
				all_group = false;
				break;
			}
		}
	}
	lock_button->set_visible(!all_locked);
	lock_button->set_disabled(selection.is_empty());
	unlock_button->set_visible(all_locked);
	group_button->set_visible(!all_group);
	group_button->set_disabled(selection.is_empty());
	ungroup_button->set_visible(all_group);
	_draw_grid();
	_draw_ruler_tool();
	_draw_axis();
	if (EditorNode::get_singleton()->get_edited_scene()) {
		_draw_locks_and_groups(EditorNode::get_singleton()->get_edited_scene());
		_draw_invisible_nodes_positions(EditorNode::get_singleton()->get_edited_scene());
	}
	_draw_selection();
	RID ci = viewport->get_canvas_item();
	RenderingServer::get_singleton()->canvas_item_add_set_transform(ci, Transform2D());
	EditorPluginList *over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_over();
	if (!over_plugin_list->is_empty()) {
		over_plugin_list->forward_canvas_draw_over_viewport(viewport);
	}