### 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
} else if (_gui_input_rotate(p_event)) {
			
		} else if (_gui_input_move(p_event)) {
			
		} else if (_gui_input_anchors(p_event)) {
			
		} else if (_gui_input_select(p_event)) {
			
		} else if (_gui_input_ruler_tool(p_event)) {
			
		} else {
			
			accepted = false;
		}
	}
	accepted = (_gui_input_zoom_or_pan(p_event, accepted) || accepted);
	if (accepted) {
		accept_event();
	}
	
	_gui_input_hover(p_event);
	
	_update_cursor();
	
	if (!viewport->has_focus() && (!get_viewport()->gui_get_focus_owner() || !get_viewport()->gui_get_focus_owner()->is_text_field())) {
		viewport->call_deferred(SNAME("grab_focus"));
	}
}
void CanvasItemEditor::_update_cursor() {