### 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
Vector2 mpos = mb->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		if (!selected && selectable) {
			selected = true;
			emit_signal(SNAME("selected"), property, -1);
			queue_redraw();
		}
		if (keying_rect.has_point(mpos)) {
			accept_event();
			emit_signal(SNAME("property_keyed"), property, use_keying_next());
			if (use_keying_next()) {
				if (property == "frame_coords" && (object->is_class("Sprite2D") || object->is_class("Sprite3D"))) {
					Vector2i new_coords = object->get(property);
					new_coords.x++;
					if (new_coords.x >= int64_t(object->get("hframes"))) {
						new_coords.x = 0;
						new_coords.y++;
					}
					if (new_coords.x < int64_t(object->get("hframes")) && new_coords.y < int64_t(object->get("vframes"))) {
						call_deferred(SNAME("emit_changed"), property, new_coords, "", false);
					}
				} else {
					if (int64_t(object->get(property)) + 1 < (int64_t(object->get("hframes")) * int64_t(object->get("vframes")))) {
						call_deferred(SNAME("emit_changed"), property, object->get(property).operator int64_t() + 1, "", false);
					}
				}
				call_deferred(SNAME("update_property"));
			}