### Godot version

4.0 beta 10

### System information

Windows 10, Vulkan

### Issue description

While the fishbone pattern is visible, the points are not. (Invisible) points can be added to a path and deleted from it, but they can't be moved in the editor viewport, only via inspector properties.
I haven't used 4.9b, but I confirmed the point handles are visible in 4.8b on my system (same file).

### Steps to reproduce

Make a Path3d. Add points via Inspector. Fail to see point handles in the viewport.

### Minimal reproduction project

n/a
if (!scene_tree) {
		scene_tree = memnew(SceneTreeDialog);
		scene_tree->get_scene_tree()->set_show_enabled_subscene(true);
		scene_tree->get_scene_tree()->set_valid_types(valid_types);
		add_child(scene_tree);
		scene_tree->connect("selected", callable_mp(this, &EditorPropertyNodePath::_node_selected));
	}
	scene_tree->popup_scenetree_dialog();
}
void EditorPropertyNodePath::_node_clear() {
	if (pointer_mode) {
		emit_changed(_get_meta_pointer_property(), NodePath());
	} else {
		emit_changed(get_edited_property(), NodePath());
	}
	update_property();
}
bool EditorPropertyNodePath::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
	return !is_read_only() && is_drop_valid(p_data);
}
void EditorPropertyNodePath::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
	ERR_FAIL_COND(!is_drop_valid(p_data));
	Dictionary data_dict = p_data;
	Array nodes = data_dict["nodes"];
	Node *node = get_tree()->get_edited_scene_root()->get_node(nodes[0]);
	if (node) {
		_node_selected(node->get_path());
	}
}
bool EditorPropertyNodePath::is_drop_valid(const Dictionary &p_drag_data) const {