### 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 (drag_selection.size() > 0) {
					drag_type = DRAG_ROTATE;
					drag_from = transform.affine_inverse().xform(b->get_position());
					CanvasItem *ci = drag_selection[0];
					if (ci->_edit_use_pivot()) {
						drag_rotation_center = ci->get_global_transform_with_canvas().xform(ci->_edit_get_pivot());
					} else {
						drag_rotation_center = ci->get_global_transform_with_canvas().get_origin();
					}
					_save_canvas_item_state(drag_selection);
					return true;
				}
			}
		}
	}
	if (drag_type == DRAG_ROTATE) {
		
		if (m.is_valid()) {
			_restore_canvas_item_state(drag_selection);
			for (CanvasItem *ci : drag_selection) {
				drag_to = transform.affine_inverse().xform(m->get_position());
				
				bool opposite = (ci->get_global_transform().get_scale().sign().dot(ci->get_transform().get_scale().sign()) == 0);
				ci->_edit_set_rotation(snap_angle(ci->_edit_get_rotation() + (opposite ? -1 : 1) * (drag_from - drag_rotation_center).angle_to(drag_to - drag_rotation_center), ci->_edit_get_rotation()));
				viewport->queue_redraw();
			}
			return true;
		}
		
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && !b->is_pressed()) {