### 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
drag_to = drag_to.snapped(grid_step * Math::pow(2.0, grid_step_multiplier));
			}
			Point2 previous_pos;
			if (drag_selection.size() == 1) {
				Transform2D xform = drag_selection[0]->get_global_transform_with_canvas() * drag_selection[0]->get_transform().affine_inverse();
				previous_pos = xform.xform(drag_selection[0]->_edit_get_position());
			} else {
				previous_pos = _get_encompassing_rect_from_list(drag_selection).position;
			}
			Point2 new_pos;
			if (drag_selection.size() == 1) {
				Node2D *node_2d = Object::cast_to<Node2D>(drag_selection[0]);
				if (node_2d && move_local_base_rotated) {
					Transform2D m2;
					m2.rotate(node_2d->get_rotation());
					new_pos += m2.xform(drag_to);
				} else if (move_local_base) {
					new_pos += drag_to;
				} else {
					new_pos = previous_pos + (drag_to - drag_from);
				}
			} else {
				new_pos = previous_pos + (drag_to - drag_from);
			}
			for (CanvasItem *ci : drag_selection) {
				Transform2D xform = ci->get_global_transform_with_canvas().affine_inverse() * ci->get_transform();
				ci->_edit_set_position(ci->_edit_get_position() + xform.xform(new_pos) - xform.xform(previous_pos));
			}
		}
		return true;