### 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
} else {
				EditorPropertyResource *editor = memnew(EditorPropertyResource);
				editor->setup(p_object, p_path, p_hint == PROPERTY_HINT_RESOURCE_TYPE ? p_hint_text : "Resource");
				if (p_hint == PROPERTY_HINT_RESOURCE_TYPE) {
					const PackedStringArray open_in_new_inspector = EDITOR_GET("interface/inspector/resources_to_open_in_new_inspector");
					for (const String &type : open_in_new_inspector) {
						for (int j = 0; j < p_hint_text.get_slice_count(","); j++) {
							const String inherits = p_hint_text.get_slicec(',', j);
							if (ClassDB::is_parent_class(inherits, type)) {
								editor->set_use_sub_inspector(false);
							}
						}
					}
				}
				return editor;
			}
		} break;
		case Variant::CALLABLE: {
			EditorPropertyCallable *editor = memnew(EditorPropertyCallable);
			return editor;
		} break;
		case Variant::SIGNAL: {
			EditorPropertySignal *editor = memnew(EditorPropertySignal);
			return editor;
		} break;
		case Variant::DICTIONARY: {
			if (p_hint == PROPERTY_HINT_LOCALIZABLE_STRING) {
				EditorPropertyLocalizableString *editor = memnew(EditorPropertyLocalizableString);
				return editor;
			} else {