### 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
Ref<InputEventMouse> me = p_event;
	if (me.is_valid()) {
		Vector2 mpos = me->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		bool button_left = (me->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE;
		bool new_keying_hover = keying_rect.has_point(mpos) && !button_left;
		if (new_keying_hover != keying_hover) {
			keying_hover = new_keying_hover;
			queue_redraw();
		}
		bool new_delete_hover = delete_rect.has_point(mpos) && !button_left;
		if (new_delete_hover != delete_hover) {
			delete_hover = new_delete_hover;
			queue_redraw();
		}
		bool new_revert_hover = revert_rect.has_point(mpos) && !button_left;
		if (new_revert_hover != revert_hover) {
			revert_hover = new_revert_hover;
			queue_redraw();
		}
		bool new_check_hover = check_rect.has_point(mpos) && !button_left;
		if (new_check_hover != check_hover) {
			check_hover = new_check_hover;
			queue_redraw();
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {