### 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
} break;
		case Variant::RECT2I: {
			EditorPropertyRect2i *editor = memnew(EditorPropertyRect2i(p_wide));
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1);
			editor->setup(hint.min, hint.max, hint.suffix);
			return editor;
		} break;
		case Variant::VECTOR3: {
			EditorPropertyVector3 *editor = memnew(EditorPropertyVector3(p_wide));
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, p_hint == PROPERTY_HINT_LINK, hint.suffix, hint.radians);
			return editor;
		} break;
		case Variant::VECTOR3I: {
			EditorPropertyVector3i *editor = memnew(EditorPropertyVector3i(p_wide));
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1);
			editor->setup(hint.min, hint.max, p_hint == PROPERTY_HINT_LINK, hint.suffix);
			return editor;
		} break;
		case Variant::VECTOR4: {
			EditorPropertyVector4 *editor = memnew(EditorPropertyVector4);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
			editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.suffix);
			return editor;
		} break;
		case Variant::VECTOR4I: {
			EditorPropertyVector4i *editor = memnew(EditorPropertyVector4i);
			EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, 1);
			editor->setup(hint.min, hint.max, hint.suffix);
			return editor;