### 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 (ci->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
			continue;
		}
		if (Object::cast_to<Node2D>(ci)) {
			Node2D *n2d = Object::cast_to<Node2D>(ci);
			if (key_pos && p_location) {
				te->insert_node_value_key(n2d, "position", n2d->get_position(), p_on_existing);
			}
			if (key_rot && p_rotation) {
				te->insert_node_value_key(n2d, "rotation", n2d->get_rotation(), p_on_existing);
			}
			if (key_scale && p_scale) {
				te->insert_node_value_key(n2d, "scale", n2d->get_scale(), p_on_existing);
			}
			if (n2d->has_meta("_edit_bone_") && n2d->get_parent_item()) {
				//look for an IK chain
				List<Node2D *> ik_chain;
				Node2D *n = Object::cast_to<Node2D>(n2d->get_parent_item());
				bool has_chain = false;
				while (n) {
					ik_chain.push_back(n);
					if (n->has_meta("_edit_ik_")) {
						has_chain = true;
						break;
					}
					if (!n->get_parent_item()) {
						break;
					}
					n = Object::cast_to<Node2D>(n->get_parent_item());
				}