### 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
current_end.x = 2.0 * center.x - current_begin.x;
				} else if (drag_type == DRAG_RIGHT || drag_type == DRAG_TOP_RIGHT || drag_type == DRAG_BOTTOM_RIGHT) {
					current_begin.x = 2.0 * center.x - current_end.x;
				}
				if (drag_type == DRAG_TOP || drag_type == DRAG_TOP_LEFT || drag_type == DRAG_TOP_RIGHT) {
					current_end.y = 2.0 * center.y - current_begin.y;
				} else if (drag_type == DRAG_BOTTOM || drag_type == DRAG_BOTTOM_LEFT || drag_type == DRAG_BOTTOM_RIGHT) {
					current_begin.y = 2.0 * center.y - current_end.y;
				}
			}
			ci->_edit_set_rect(Rect2(current_begin, current_end - current_begin));
			return true;
		}
		
		if (drag_selection.size() >= 1 && b.is_valid() && b->get_button_index() == MouseButton::LEFT && !b->is_pressed()) {
			const Node2D *node2d = Object::cast_to<Node2D>(drag_selection[0]);
			if (node2d) {
				
				
				_commit_canvas_item_state(
						drag_selection,
						vformat(
								TTR("Scale Node2D \"%s\" to (%s, %s)"),
								drag_selection[0]->get_name(),
								Math::snapped(drag_selection[0]->_edit_get_scale().x, 0.01),
								Math::snapped(drag_selection[0]->_edit_get_scale().y, 0.01)),
						true);
			} else {
				
				_commit_canvas_item_state(