### 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
return p_node->get_meta("_edit_lock_", false);
}
bool CanvasItemEditor::_is_node_movable(const Node *p_node, bool p_popup_warning) {
	if (_is_node_locked(p_node)) {
		return false;
	}
	if (Object::cast_to<Control>(p_node) && Object::cast_to<Container>(p_node->get_parent())) {
		if (p_popup_warning) {
			EditorToaster::get_singleton()->popup_str("Children of a container get their position and size determined only by their parent.", EditorToaster::SEVERITY_WARNING);
		}
		return false;
	}
	return true;
}
void CanvasItemEditor::_snap_if_closer_float(
		const real_t p_value,
		real_t &r_current_snap, SnapTarget &r_current_snap_target,
		const real_t p_target_value, const SnapTarget p_snap_target,
		const real_t p_radius) {
	const real_t radius = p_radius / zoom;
	const real_t dist = Math::abs(p_value - p_target_value);
	if ((p_radius < 0 || dist < radius) && (r_current_snap_target == SNAP_TARGET_NONE || dist < Math::abs(r_current_snap - p_value))) {
		r_current_snap = p_target_value;
		r_current_snap_target = p_snap_target;
	}
}
void CanvasItemEditor::_snap_if_closer_point(