### 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
category_vbox = memnew(VBoxContainer);
			main_vbox->add_child(category_vbox);
		}
		
		VBoxContainer *root_vbox = array_prefix.is_empty() ? main_vbox : editor_inspector_array_per_prefix[array_prefix]->get_vbox(array_index);
		if (!root_vbox) {
			continue;
		}
		if (!vbox_per_path.has(root_vbox)) {
			vbox_per_path[root_vbox] = HashMap<String, VBoxContainer *>();
			vbox_per_path[root_vbox][""] = root_vbox;
		}
		VBoxContainer *current_vbox = root_vbox;
		String acc_path = "";
		int level = 1;
		Vector<String> components = path.split("/");
		for (int i = 0; i < components.size(); i++) {
			String component = components[i];
			acc_path += (i > 0) ? "/" + component : component;
			if (!vbox_per_path[root_vbox].has(acc_path)) {
				
				EditorInspectorSection *section = memnew(EditorInspectorSection);
				current_vbox->add_child(section);
				sections.push_back(section);
				String label;
				String tooltip;
				
				EditorPropertyNameProcessor::Style section_name_style = property_name_style;
				if ((p.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) && section_name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
					section_name_style = EditorPropertyNameProcessor::STYLE_CAPITALIZED;