### 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 (x_for_viewport_y >= 0 && x_for_viewport_y <= viewport_size.x) {
			points.push_back(Point2(x_for_viewport_y, viewport_size.y));
		}
	}
	if (points.size() >= 2) {
		RenderingServer::get_singleton()->canvas_item_add_line(ci, points[0], points[1], p_color);
	}
}
void CanvasItemEditor::_draw_axis() {
	if (show_origin) {
		_draw_straight_line(Point2(), Point2(1, 0), get_theme_color(SNAME("axis_x_color"), SNAME("Editor")) * Color(1, 1, 1, 0.75));
		_draw_straight_line(Point2(), Point2(0, 1), get_theme_color(SNAME("axis_y_color"), SNAME("Editor")) * Color(1, 1, 1, 0.75));
	}
	if (show_viewport) {
		RID ci = viewport->get_canvas_item();
		Color area_axis_color = EDITOR_GET("editors/2d/viewport_border_color");
		Size2 screen_size = Size2(GLOBAL_GET("display/window/size/viewport_width"), GLOBAL_GET("display/window/size/viewport_height"));
		Vector2 screen_endpoints[4] = {
			transform.xform(Vector2(0, 0)),
			transform.xform(Vector2(screen_size.width, 0)),
			transform.xform(Vector2(screen_size.width, screen_size.height)),
			transform.xform(Vector2(0, screen_size.height))
		};
		for (int i = 0; i < 4; i++) {
			RenderingServer::get_singleton()->canvas_item_add_line(ci, screen_endpoints[i], screen_endpoints[(i + 1) % 4], area_axis_color);
		}
	}
}
void CanvasItemEditor::_draw_invisible_nodes_positions(Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {