### 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
String type = p.name;
			String label = p.name;
			doc_name = p.name;
			
			if (!EditorNode::get_editor_data().is_type_recognized(type) && p.hint_string.length() && FileAccess::exists(p.hint_string)) {
				
				Ref<Script> scr = ResourceLoader::load(p.hint_string, "Script");
				StringName base_type;
				StringName name;
				if (scr.is_valid()) {
					base_type = scr->get_instance_base_type();
					name = EditorNode::get_editor_data().script_class_get_name(scr->get_path());
					Vector<DocData::ClassDoc> docs = scr->get_documentation();
					if (!docs.is_empty()) {
						doc_name = docs[0].name;
					}
					if (name != StringName() && label != name) {
						label = name;
					}
				}
				while (scr.is_valid()) {
					name = EditorNode::get_editor_data().script_class_get_name(scr->get_path());
					String icon_path = EditorNode::get_editor_data().script_class_get_icon_path(name);
					if (name != StringName() && !icon_path.is_empty()) {
						category->icon = ResourceLoader::load(icon_path, "Texture");
						break;
					}
					const EditorData::CustomType *ctype = EditorNode::get_editor_data().get_custom_type_by_path(scr->get_path());
					if (ctype) {
						category->icon = ctype->icon;