### 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 (p_path == "script" && p_base_type == "Script" && Object::cast_to<Node>(p_object)) {
		EditorScriptPicker *script_picker = memnew(EditorScriptPicker);
		script_picker->set_script_owner(Object::cast_to<Node>(p_object));
		resource_picker = script_picker;
	} else if (p_path == "shader" && p_base_type == "Shader" && Object::cast_to<ShaderMaterial>(p_object)) {
		EditorShaderPicker *shader_picker = memnew(EditorShaderPicker);
		shader_picker->set_edited_material(Object::cast_to<ShaderMaterial>(p_object));
		resource_picker = shader_picker;
		connect(SNAME("ready"), callable_mp(this, &EditorPropertyResource::_update_preferred_shader));
	} else if (p_base_type == "AudioStream") {
		EditorAudioStreamPicker *astream_picker = memnew(EditorAudioStreamPicker);
		resource_picker = astream_picker;
	} else {
		resource_picker = memnew(EditorResourcePicker);
	}
	resource_picker->set_base_type(p_base_type);
	resource_picker->set_editable(true);
	resource_picker->set_h_size_flags(SIZE_EXPAND_FILL);
	add_child(resource_picker);
	resource_picker->connect("resource_selected", callable_mp(this, &EditorPropertyResource::_resource_selected));
	resource_picker->connect("resource_changed", callable_mp(this, &EditorPropertyResource::_resource_changed));
	for (int i = 0; i < resource_picker->get_child_count(); i++) {
		Button *b = Object::cast_to<Button>(resource_picker->get_child(i));
		if (b) {
			add_focusable(b);
		}
	}
}
void EditorPropertyResource::update_property() {