### 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
current_vbox = category_vbox;
		}
		
		if (p.usage & PROPERTY_USAGE_ARRAY) {
			EditorInspectorArray *editor_inspector_array = nullptr;
			StringName array_element_prefix;
			Color c = sscolor;
			c.a /= level;
			Vector<String> class_name_components = String(p.class_name).split(",");
			int page_size = 5;
			bool movable = true;
			bool numbered = false;
			bool foldable = use_folding;
			String add_button_text = TTR("Add Element");
			String swap_method;
			for (int i = (p.type == Variant::NIL ? 1 : 2); i < class_name_components.size(); i++) {
				if (class_name_components[i].begins_with("page_size") && class_name_components[i].get_slice_count("=") == 2) {
					page_size = class_name_components[i].get_slice("=", 1).to_int();
				} else if (class_name_components[i].begins_with("add_button_text") && class_name_components[i].get_slice_count("=") == 2) {
					add_button_text = class_name_components[i].get_slice("=", 1).strip_edges();
				} else if (class_name_components[i] == "static") {
					movable = false;
				} else if (class_name_components[i] == "numbered") {
					numbered = true;
				} else if (class_name_components[i] == "unfoldable") {
					foldable = false;
				} else if (class_name_components[i].begins_with("swap_method") && class_name_components[i].get_slice_count("=") == 2) {
					swap_method = class_name_components[i].get_slice("=", 1).strip_edges();
				}
			}