### 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
int check_ofs = get_theme_constant(SNAME("hseparator"), SNAME("Tree")) + checkbox->get_width() + get_theme_constant(SNAME("h_separation"), SNAME("CheckBox"));
				ofs += check_ofs;
				text_limit -= check_ofs;
			} else {
				check_rect = Rect2();
			}
			if (can_revert && !is_read_only()) {
				Ref<Texture2D> reload_icon = get_theme_icon(SNAME("ReloadSmall"), SNAME("EditorIcons"));
				text_limit -= reload_icon->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree")) * 2;
				revert_rect = Rect2(ofs + text_limit, (size.height - reload_icon->get_height()) / 2, reload_icon->get_width(), reload_icon->get_height());
				Color color2(1, 1, 1);
				if (revert_hover) {
					color2.r *= 1.2;
					color2.g *= 1.2;
					color2.b *= 1.2;
				}
				if (rtl) {
					draw_texture(reload_icon, Vector2(size.width - revert_rect.position.x - reload_icon->get_width(), revert_rect.position.y), color2);
				} else {
					draw_texture(reload_icon, revert_rect.position, color2);
				}
			} else {
				revert_rect = Rect2();
			}
			if (!pin_hidden && pinned) {
				Ref<Texture2D> pinned_icon = get_theme_icon(SNAME("Pin"), SNAME("EditorIcons"));
				int margin_w = get_theme_constant(SNAME("hseparator"), SNAME("Tree")) * 2;
				int total_icon_w = margin_w + pinned_icon->get_width();
				int text_w = font->get_string_size(label, rtl ? HORIZONTAL_ALIGNMENT_RIGHT : HORIZONTAL_ALIGNMENT_LEFT, text_limit - total_icon_w, font_size).x;
				int y = (size.height - pinned_icon->get_height()) / 2;