### 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
Vector2 center(0.f, 0.f);
	Rect2 rect;
	int count = 0;
	const HashMap<Node *, Object *> &selection = editor_selection->get_selection();
	for (const KeyValue<Node *, Object *> &E : selection) {
		CanvasItem *ci = Object::cast_to<CanvasItem>(E.key);
		if (!ci) {
			continue;
		}
		if (ci->get_viewport() != EditorNode::get_singleton()->get_scene_root()) {
			continue;
		}
		// counting invisible items, for now
		//if (!ci->is_visible_in_tree()) continue;
		++count;
		Rect2 item_rect;
		if (ci->_edit_use_rect()) {
			item_rect = ci->_edit_get_rect();
		} else {
			item_rect = Rect2();
		}
		Vector2 pos = ci->get_global_transform().get_origin();
		Vector2 scale = ci->get_global_transform().get_scale();
		real_t angle = ci->get_global_transform().get_rotation();
		Transform2D t(angle, Vector2(0.f, 0.f));