### 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
}
		if (c == bottom_editor) {
			continue;
		}
		Size2 minsize = c->get_combined_minimum_size();
		ms.width = MAX(ms.width, minsize.width);
		ms.height = MAX(ms.height, minsize.height);
	}
	if (keying) {
		Ref<Texture2D> key = get_theme_icon(SNAME("Key"), SNAME("EditorIcons"));
		ms.width += key->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
	}
	if (deletable) {
		Ref<Texture2D> key = get_theme_icon(SNAME("Close"), SNAME("EditorIcons"));
		ms.width += key->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
	}
	if (checkable) {
		Ref<Texture2D> check = get_theme_icon(SNAME("checked"), SNAME("CheckBox"));
		ms.width += check->get_width() + get_theme_constant(SNAME("h_separation"), SNAME("CheckBox")) + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
	}
	if (bottom_editor != nullptr && bottom_editor->is_visible()) {
		ms.height += get_theme_constant(SNAME("v_separation"));
		Size2 bems = bottom_editor->get_combined_minimum_size();
		
		ms.height += bems.height;
		ms.width = MAX(ms.width, bems.width);
	}
	return ms;
}
void EditorProperty::emit_changed(const StringName &p_property, const Variant &p_value, const StringName &p_field, bool p_changing) {