### 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
ClassDB::bind_method(D_METHOD("_open_editor_pressed"), &EditorPropertyResource::_open_editor_pressed);
	ClassDB::bind_method(D_METHOD("_fold_other_editors"), &EditorPropertyResource::_fold_other_editors);
}
EditorPropertyResource::EditorPropertyResource() {
	use_sub_inspector = bool(EDITOR_GET("interface/inspector/open_resources_in_current_inspector"));
	add_to_group("_editor_resource_properties");
}
bool EditorInspectorDefaultPlugin::can_handle(Object *p_object) {
	return true; 
}
bool EditorInspectorDefaultPlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
	Control *editor = EditorInspectorDefaultPlugin::get_editor_for_property(p_object, p_type, p_path, p_hint, p_hint_text, p_usage, p_wide);
	if (editor) {
		add_property_editor(p_path, editor);
	}
	return false;
}
struct EditorPropertyRangeHint {
	bool or_greater = true;
	bool or_less = true;
	double min = -99999.0;
	double max = 99999.0;
	double step = 1.0;
	String suffix;
	bool exp_range = false;
	bool hide_slider = true;
	bool radians = false;
};
static EditorPropertyRangeHint _parse_range_hint(PropertyHint p_hint, const String &p_hint_text, double p_default_step) {