### 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 (state.has("show_zoom_control")) {
		// This one is not user-controllable, but instrumentable
		zoom_widget->set_visible(state["show_zoom_control"]);
	}
	if (state.has("snap_rotation")) {
		snap_rotation = state["snap_rotation"];
		int idx = snap_config_menu->get_popup()->get_item_index(SNAP_USE_ROTATION);
		snap_config_menu->get_popup()->set_item_checked(idx, snap_rotation);
	}
	if (state.has("snap_scale")) {
		snap_scale = state["snap_scale"];
		int idx = snap_config_menu->get_popup()->get_item_index(SNAP_USE_SCALE);
		snap_config_menu->get_popup()->set_item_checked(idx, snap_scale);
	}
	if (state.has("snap_relative")) {
		snap_relative = state["snap_relative"];
		int idx = snap_config_menu->get_popup()->get_item_index(SNAP_RELATIVE);
		snap_config_menu->get_popup()->set_item_checked(idx, snap_relative);
	}
	if (state.has("snap_pixel")) {
		snap_pixel = state["snap_pixel"];
		int idx = snap_config_menu->get_popup()->get_item_index(SNAP_USE_PIXEL);
		snap_config_menu->get_popup()->set_item_checked(idx, snap_pixel);
	}
	if (update_scrollbars) {
		_update_scrollbars();
	}
	viewport->queue_redraw();
}
void CanvasItemEditor::add_control_to_menu_panel(Control *p_control) {