### 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(p_ev.is_null());
	Ref<InputEventKey> k = p_ev;
	if (!is_visible_in_tree()) {
		return;
	}
	if (k.is_valid()) {
		if (k->get_keycode() == Key::CTRL || k->get_keycode() == Key::ALT || k->get_keycode() == Key::SHIFT) {
			viewport->queue_redraw();
		}
		if (k->is_pressed() && !k->is_ctrl_pressed() && !k->is_echo() && (grid_snap_active || _is_grid_visible())) {
			if (multiply_grid_step_shortcut.is_valid() && multiply_grid_step_shortcut->matches_event(p_ev)) {
				
				grid_step_multiplier = MIN(grid_step_multiplier + 1, 12);
				viewport->queue_redraw();
			} else if (divide_grid_step_shortcut.is_valid() && divide_grid_step_shortcut->matches_event(p_ev)) {
				
				Point2 new_grid_step = grid_step * Math::pow(2.0, grid_step_multiplier - 1);
				if (new_grid_step.x >= 1.0 && new_grid_step.y >= 1.0) {
					grid_step_multiplier--;
				}
				viewport->queue_redraw();
			}
		}
	}
}
Object *CanvasItemEditor::_get_editor_data(Object *p_what) {