### 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
return true;
		}
		
		const Vector2 delta = (pan_speed / zoom) * pan_gesture->get_delta();
		view_offset.x += delta.x;
		view_offset.y += delta.y;
		update_viewport();
		return true;
	}
	return false;
}
void CanvasItemEditor::_scroll_callback(Vector2 p_scroll_vec, bool p_alt) {
	_pan_callback(-p_scroll_vec * pan_speed);
}
void CanvasItemEditor::_pan_callback(Vector2 p_scroll_vec) {
	view_offset.x -= p_scroll_vec.x / zoom;
	view_offset.y -= p_scroll_vec.y / zoom;
	update_viewport();
}
void CanvasItemEditor::_zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt) {
	int scroll_sign = (int)SIGN(p_scroll_vec.y);
	
	zoom_widget->set_zoom_by_increments(-scroll_sign, p_alt);
	if (!Math::is_equal_approx(ABS(p_scroll_vec.y), (real_t)1.0)) {
		
		zoom_widget->set_zoom(zoom * ((zoom_widget->get_zoom() / zoom - 1.f) * ABS(p_scroll_vec.y) + 1.f));
	}
	_zoom_on_position(zoom_widget->get_zoom(), p_origin);
}
bool CanvasItemEditor::_gui_input_pivot(const Ref<InputEvent> &p_event) {