### 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
for (int i = inspector_plugin_count - 1; i >= 0; i--) {
		inspector_plugins[i]->parse_property(p_object, p_type, p_path, p_hint, p_hint_text, p_usage, p_wide);
		if (inspector_plugins[i]->added_editors.size()) {
			for (int j = 1; j < inspector_plugins[i]->added_editors.size(); j++) { 
				memdelete(inspector_plugins[i]->added_editors[j].property_editor);
			}
			EditorProperty *prop = Object::cast_to<EditorProperty>(inspector_plugins[i]->added_editors[0].property_editor);
			if (prop) {
				inspector_plugins[i]->added_editors.clear();
				return prop;
			} else {
				memdelete(inspector_plugins[i]->added_editors[0].property_editor);
				inspector_plugins[i]->added_editors.clear();
			}
		}
	}
	return nullptr;
}
void EditorInspector::add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin) {
	ERR_FAIL_COND(inspector_plugin_count == MAX_PLUGINS);
	for (int i = 0; i < inspector_plugin_count; i++) {
		if (inspector_plugins[i] == p_plugin) {
			return; 
		}
	}
	inspector_plugins[inspector_plugin_count++] = p_plugin;
}
void EditorInspector::remove_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin) {