### 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 (autoclear && editor_property_map.has(p_name)) {
		for (EditorProperty *E : editor_property_map[p_name]) {
			if (E->is_checkable()) {
				E->set_checked(true);
			}
		}
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	if (!undo_redo.is_valid() || bool(object->call("_dont_undo_redo"))) {
		object->set(p_name, p_value);
		if (p_refresh_all) {
			_edit_request_change(object, "");
		} else {
			_edit_request_change(object, p_name);
		}
		emit_signal(_prop_edited, p_name);
	} else if (Object::cast_to<MultiNodeEdit>(object)) {
		Object::cast_to<MultiNodeEdit>(object)->set_property_field(p_name, p_value, p_changed_field);
		_edit_request_change(object, p_name);
		emit_signal(_prop_edited, p_name);
	} else {
		undo_redo->create_action(vformat(TTR("Set %s"), p_name), UndoRedo::MERGE_ENDS);
		undo_redo->add_do_property(object, p_name, p_value);
		bool valid = false;
		Variant value = object->get(p_name, &valid);
		if (valid) {
			undo_redo->add_undo_property(object, p_name, value);
		}
		List<StringName> linked_properties;