### 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
Ref<InputEventMouseButton> b = p_event;
	
	if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed() && b->is_double_click() && tool == TOOL_SELECT) {
		List<CanvasItem *> selection = _get_edited_canvas_items();
		if (selection.size() == 1) {
			CanvasItem *ci = selection[0];
			if (!ci->get_scene_file_path().is_empty() && ci != EditorNode::get_singleton()->get_edited_scene()) {
				EditorNode::get_singleton()->open_request(ci->get_scene_file_path());
				return true;
			}
		}
	}
	return false;
}
bool CanvasItemEditor::_gui_input_anchors(const Ref<InputEvent> &p_event) {
	Ref<InputEventMouseButton> b = p_event;
	Ref<InputEventMouseMotion> m = p_event;
	
	if (drag_type == DRAG_NONE) {
		if (b.is_valid() && b->get_button_index() == MouseButton::LEFT && b->is_pressed() && tool == TOOL_SELECT) {
			List<CanvasItem *> selection = _get_edited_canvas_items();
			if (selection.size() == 1) {
				Control *control = Object::cast_to<Control>(selection[0]);
				if (control && _is_node_movable(control)) {
					Vector2 anchor_pos[4];
					anchor_pos[0] = Vector2(control->get_anchor(SIDE_LEFT), control->get_anchor(SIDE_TOP));