### 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
}
}
void EditorInspector::_property_pinned(const String &p_path, bool p_pinned) {
	if (!object) {
		return;
	}
	Node *node = Object::cast_to<Node>(object);
	ERR_FAIL_COND(!node);
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	if (undo_redo.is_valid()) {
		undo_redo->create_action(vformat(p_pinned ? TTR("Pinned %s") : TTR("Unpinned %s"), p_path));
		undo_redo->add_do_method(node, "_set_property_pinned", p_path, p_pinned);
		undo_redo->add_undo_method(node, "_set_property_pinned", p_path, !p_pinned);
		if (editor_property_map.has(p_path)) {
			for (List<EditorProperty *>::Element *E = editor_property_map[p_path].front(); E; E = E->next()) {
				undo_redo->add_do_method(E->get(), "_update_editor_property_status");
				undo_redo->add_undo_method(E->get(), "_update_editor_property_status");
			}
		}
		undo_redo->commit_action();
	} else {
		node->set_property_pinned(p_path, p_pinned);
		if (editor_property_map.has(p_path)) {
			for (List<EditorProperty *>::Element *E = editor_property_map[p_path].front(); E; E = E->next()) {
				E->get()->update_editor_property_status();
			}
		}
	}
}
void EditorInspector::_property_selected(const String &p_path, int p_focusable) {