### 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 (selection_results.size() <= p_result) {
		return;
	}
	CanvasItem *item = selection_results[p_result].item;
	if (item) {
		_select_click_on_item(item, Point2(), selection_menu_additive_selection);
	}
}
void CanvasItemEditor::_selection_menu_hide() {
	selection_results.clear();
	selection_menu->clear();
	selection_menu->reset_size();
}
void CanvasItemEditor::_add_node_pressed(int p_result) {
	List<Node *> nodes_to_move;
	switch (p_result) {
		case ADD_NODE: {
			SceneTreeDock::get_singleton()->open_add_child_dialog();
		} break;
		case ADD_INSTANCE: {
			SceneTreeDock::get_singleton()->open_instance_child_dialog();
		} break;
		case ADD_PASTE: {
			nodes_to_move = SceneTreeDock::get_singleton()->paste_nodes();
			[[fallthrough]];
		}
		case ADD_MOVE: {
			nodes_to_move = EditorNode::get_singleton()->get_editor_selection()->get_selected_node_list();