### 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
Ref<PackedScene> sdata = ResourceLoader::load(path);
	if (!sdata.is_valid()) { // invalid scene
		return false;
	}
	Node *instantiated_scene = sdata->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE);
	if (!instantiated_scene) { // Error on instantiation.
		return false;
	}
	Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
	if (!edited_scene->get_scene_file_path().is_empty()) { // Cyclic instantiation.
		if (_cyclical_dependency_exists(edited_scene->get_scene_file_path(), instantiated_scene)) {
			memdelete(instantiated_scene);
			return false;
		}
	}
	instantiated_scene->set_scene_file_path(ProjectSettings::get_singleton()->localize_path(path));
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->add_do_method(parent, "add_child", instantiated_scene, true);
	undo_redo->add_do_method(instantiated_scene, "set_owner", edited_scene);
	undo_redo->add_do_reference(instantiated_scene);
	undo_redo->add_undo_method(parent, "remove_child", instantiated_scene);
	String new_name = parent->validate_child_name(instantiated_scene);
	EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
	undo_redo->add_do_method(ed, "live_debug_instantiate_node", edited_scene->get_path_to(parent), path, new_name);
	undo_redo->add_undo_method(ed, "live_debug_remove_node", NodePath(String(edited_scene->get_path_to(parent)) + "/" + new_name));
	CanvasItem *instance_ci = Object::cast_to<CanvasItem>(instantiated_scene);
	if (instance_ci) {
		Vector2 target_pos = canvas_item_editor->get_canvas_transform().affine_inverse().xform(p_point);
		target_pos = canvas_item_editor->snap_point(target_pos);
		CanvasItem *parent_ci = Object::cast_to<CanvasItem>(parent);