### 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
real_t offset = 0;
		Ref<Texture2D> lock = get_theme_icon(SNAME("LockViewport"), SNAME("EditorIcons"));
		if (p_node->has_meta("_edit_lock_") && show_edit_locks) {
			lock->draw(viewport_ci, (transform * canvas_xform * parent_xform).xform(Point2(0, 0)) + Point2(offset, 0));
			offset += lock->get_size().x;
		}
		Ref<Texture2D> group = get_theme_icon(SNAME("GroupViewport"), SNAME("EditorIcons"));
		if (ci->has_meta("_edit_group_") && show_edit_locks) {
			group->draw(viewport_ci, (transform * canvas_xform * parent_xform).xform(Point2(0, 0)) + Point2(offset, 0));
			//offset += group->get_size().x;
		}
	}
}
void CanvasItemEditor::_draw_viewport() {
	// Update the transform
	transform = Transform2D();
	transform.scale_basis(Size2(zoom, zoom));
	transform.columns[2] = -view_offset * zoom;
	EditorNode::get_singleton()->get_scene_root()->set_global_canvas_transform(transform);
	// hide/show buttons depending on the selection
	bool all_locked = true;
	bool all_group = true;
	List<Node *> selection = editor_selection->get_selected_node_list();
	if (selection.is_empty()) {
		all_locked = false;
		all_group = false;
	} else {
		for (Node *E : selection) {
			if (Object::cast_to<CanvasItem>(E) && !Object::cast_to<CanvasItem>(E)->has_meta("_edit_lock_")) {
				all_locked = false;