### 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 (rtl) {
					draw_texture(pinned_icon, Vector2(size.width - ofs - text_w - total_icon_w, y), color);
				} else {
					draw_texture(pinned_icon, Vector2(ofs + text_w + margin_w, y), color);
				}
				text_limit -= total_icon_w;
			}
			int v_ofs = (size.height - font->get_height(font_size)) / 2;
			if (rtl) {
				draw_string(font, Point2(size.width - ofs - text_limit, v_ofs + font->get_ascent(font_size)), label, HORIZONTAL_ALIGNMENT_RIGHT, text_limit, font_size, color);
			} else {
				draw_string(font, Point2(ofs, v_ofs + font->get_ascent(font_size)), label, HORIZONTAL_ALIGNMENT_LEFT, text_limit, font_size, color);
			}
			ofs = size.width;
			if (keying) {
				Ref<Texture2D> key;
				if (use_keying_next()) {
					key = get_theme_icon(SNAME("KeyNext"), SNAME("EditorIcons"));
				} else {
					key = get_theme_icon(SNAME("Key"), SNAME("EditorIcons"));
				}
				ofs -= key->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
				Color color2(1, 1, 1);
				if (keying_hover) {
					color2.r *= 1.2;
					color2.g *= 1.2;
					color2.b *= 1.2;
				}
				keying_rect = Rect2(ofs, ((size.height - key->get_height()) / 2), key->get_width(), key->get_height());
				if (rtl) {