### 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 (r && !r->is_local_to_scene()) {
			EditorNode::get_singleton()->show_warning(TTR("Can't create a ViewportTexture on this resource because it's not set as local to scene.\nPlease switch on the 'local to scene' property on it (and all resources containing it up to a node)."));
			emit_changed(get_edited_property(), Ref<Resource>());
			update_property();
			return;
		}
	}
	emit_changed(get_edited_property(), p_resource);
	update_property();
	if (is_script) {
		
		InspectorDock::get_singleton()->apply_script_properties(get_edited_object());
	}
	
	if (vpt.is_valid() && vpt->get_viewport_path_in_scene().is_empty()) {
		if (!scene_tree) {
			scene_tree = memnew(SceneTreeDialog);
			scene_tree->set_title(TTR("Pick a Viewport"));
			Vector<StringName> valid_types;
			valid_types.push_back("Viewport");
			scene_tree->get_scene_tree()->set_valid_types(valid_types);
			scene_tree->get_scene_tree()->set_show_enabled_subscene(true);
			add_child(scene_tree);
			scene_tree->connect("selected", callable_mp(this, &EditorPropertyResource::_viewport_selected));
		}
		scene_tree->popup_scenetree_dialog();
	}
}
void EditorPropertyResource::_sub_inspector_property_keyed(const String &p_property, const Variant &p_value, bool p_advance) {