### 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
Point2 position = p_self_canvas_item->get_global_transform_with_canvas().xform(Point2());
				_snap_if_closer_point(p_target, output, snap_target, position, SNAP_TARGET_SELF, rotation);
			}
		}
	}
	
	if ((is_snap_active && snap_other_nodes && (p_modes & SNAP_OTHER_NODES)) || (p_forced_modes & SNAP_OTHER_NODES)) {
		Transform2D to_snap_transform;
		List<const CanvasItem *> exceptions = List<const CanvasItem *>();
		for (const CanvasItem *E : p_other_nodes_exceptions) {
			exceptions.push_back(E);
		}
		if (p_self_canvas_item) {
			exceptions.push_back(p_self_canvas_item);
			to_snap_transform = p_self_canvas_item->get_global_transform_with_canvas();
		}
		_snap_other_nodes(
				p_target, to_snap_transform,
				output, snap_target,
				SNAP_TARGET_OTHER_NODE,
				exceptions,
				get_tree()->get_edited_scene_root());
	}
	if (((is_snap_active && snap_guides && (p_modes & SNAP_GUIDES)) || (p_forced_modes & SNAP_GUIDES)) && fmod(rotation, (real_t)360.0) == 0.0) {
		
		if (Node *scene = EditorNode::get_singleton()->get_edited_scene()) {
			Array vguides = scene->get_meta("_edit_vertical_guides_", Array());
			for (int i = 0; i < vguides.size(); i++) {
				_snap_if_closer_float(p_target.x, output.x, snap_target[0], vguides[i], SNAP_TARGET_GUIDE);
			}