### 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 (parent_ci) {
			target_pos = parent_ci->get_global_transform_with_canvas().affine_inverse().xform(target_pos);
		}
		// Preserve instance position of the original scene.
		target_pos += instance_ci->_edit_get_position();
		undo_redo->add_do_method(instantiated_scene, "set_position", target_pos);
	}
	return true;
}
void CanvasItemEditorViewport::_perform_drop_data() {
	_remove_preview();
	// Without root dropping multiple files is not allowed
	if (!target_node && selected_files.size() > 1) {
		accept->set_text(TTR("Cannot instantiate multiple nodes without root."));
		accept->popup_centered();
		return;
	}
	Vector<String> error_files;
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(TTR("Create Node"));
	for (int i = 0; i < selected_files.size(); i++) {
		String path = selected_files[i];
		Ref<Resource> res = ResourceLoader::load(path);
		if (res.is_null()) {
			continue;
		}
		Ref<PackedScene> scene = Ref<PackedScene>(Object::cast_to<PackedScene>(*res));
		if (scene != nullptr && scene.is_valid()) {
			if (!target_node) {
				// Without root node act the same as "Load Inherited Scene"