### 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
}
			}
		} else {
			changed = true;
		}
		if (changed) {
			hovering_results = hovering_results_tmp;
			viewport->queue_redraw();
		}
		return true;
	}
	return false;
}
void CanvasItemEditor::_gui_input_viewport(const Ref<InputEvent> &p_event) {
	bool accepted = false;
	Ref<InputEventMouseButton> mb = p_event;
	bool release_lmb = (mb.is_valid() && !mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT); 
	if (EDITOR_GET("editors/panning/simple_panning") || !pan_pressed || release_lmb) {
		accepted = true;
		if (_gui_input_rulers_and_guides(p_event)) {
			
		} else if (EditorNode::get_singleton()->get_editor_plugins_over()->forward_gui_input(p_event)) {
			
		} else if (_gui_input_open_scene_on_double_click(p_event)) {
			
		} else if (_gui_input_scale(p_event)) {
			
		} else if (_gui_input_pivot(p_event)) {
			
		} else if (_gui_input_resize(p_event)) {