### 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
bool horizontal = EDITOR_GET("interface/inspector/horizontal_vector_types_editing");
	VBoxContainer *bc = memnew(VBoxContainer);
	edit_custom_bc = memnew(VBoxContainer);
	BoxContainer *edit_custom_layout;
	if (horizontal) {
		default_layout = memnew(HBoxContainer);
		edit_custom_layout = memnew(HBoxContainer);
		set_bottom_editor(bc);
	} else {
		default_layout = memnew(VBoxContainer);
		edit_custom_layout = memnew(VBoxContainer);
	}
	edit_custom_bc->hide();
	add_child(bc);
	edit_custom_bc->set_h_size_flags(SIZE_EXPAND_FILL);
	default_layout->set_h_size_flags(SIZE_EXPAND_FILL);
	edit_custom_layout->set_h_size_flags(SIZE_EXPAND_FILL);
	bc->add_child(default_layout);
	bc->add_child(edit_custom_bc);
	static const char *desc[4] = { "x", "y", "z", "w" };
	for (int i = 0; i < 4; i++) {
		spin[i] = memnew(EditorSpinSlider);
		spin[i]->set_flat(true);
		spin[i]->set_label(desc[i]);
		default_layout->add_child(spin[i]);
		add_focusable(spin[i]);
		spin[i]->connect("value_changed", callable_mp(this, &EditorPropertyQuaternion::_value_changed).bind(desc[i]));
		if (horizontal) {
			spin[i]->set_h_size_flags(SIZE_EXPAND_FILL);
		}