### 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
ERR_FAIL_COND_V(!p_control, Vector2());
	Transform2D parent_transform = p_control->get_transform().affine_inverse();
	Rect2 parent_rect = p_control->get_parent_anchorable_rect();
	if (p_control->is_layout_rtl()) {
		return parent_transform.xform(parent_rect.position + Vector2(parent_rect.size.x - parent_rect.size.x * anchor.x, parent_rect.size.y * anchor.y));
	} else {
		return parent_transform.xform(parent_rect.position + Vector2(parent_rect.size.x * anchor.x, parent_rect.size.y * anchor.y));
	}
}
Vector2 CanvasItemEditor::_position_to_anchor(const Control *p_control, Vector2 position) {
	ERR_FAIL_COND_V(!p_control, Vector2());
	Rect2 parent_rect = p_control->get_parent_anchorable_rect();
	Vector2 output;
	if (p_control->is_layout_rtl()) {
		output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
	} else {
		output.x = (parent_rect.size.x == 0) ? 0.0 : (p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
	}
	output.y = (parent_rect.size.y == 0) ? 0.0 : (p_control->get_transform().xform(position).y - parent_rect.position.y) / parent_rect.size.y;
	return output;
}
void CanvasItemEditor::_save_canvas_item_state(List<CanvasItem *> p_canvas_items, bool save_bones) {