### 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
String get_selected_path() const;
	void update_tree();
	void update_property(const String &p_prop);
	void edit(Object *p_object);
	Object *get_edited_object();
	void set_keying(bool p_active);
	void set_read_only(bool p_read_only);
	EditorPropertyNameProcessor::Style get_property_name_style() const;
	void set_property_name_style(EditorPropertyNameProcessor::Style p_style);
	void set_autoclear(bool p_enable);
	void set_show_categories(bool p_show);
	void set_use_doc_hints(bool p_enable);
	void set_hide_script(bool p_hide);
	void set_hide_metadata(bool p_hide);
	void set_use_filter(bool p_use);
	void register_text_enter(Node *p_line_edit);
	void set_use_folding(bool p_enable);
	bool is_using_folding();
	void collapse_all_folding();
	void expand_all_folding();
	void expand_revertable();
	void set_scroll_offset(int p_offset);
	int get_scroll_offset() const;
	void set_property_prefix(const String &p_prefix);
	String get_property_prefix() const;
	void set_object_class(const String &p_class);
	String get_object_class() const;
	void set_use_wide_editors(bool p_enable);
	void set_sub_inspector(bool p_enable);
	bool is_sub_inspector() const { return sub_inspector; }