### 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
bool sub_inspector = false;
	bool wide_editors = false;
	bool deletable_properties = false;
	float refresh_countdown;
	bool update_tree_pending = false;
	StringName _prop_edited;
	StringName property_selected;
	int property_focusable;
	int update_scroll_request;
	struct PropertyDocInfo {
		String description;
		String path;
	};
	HashMap<StringName, HashMap<StringName, PropertyDocInfo>> doc_info_cache;
	HashMap<StringName, String> class_descr_cache;
	HashSet<StringName> restart_request_props;
	HashMap<ObjectID, int> scroll_cache;
	String property_prefix; 
	String object_class;
	Variant property_clipboard;
	bool restrict_to_basic = false;
	void _edit_set(const String &p_name, const Variant &p_value, bool p_refresh_all, const String &p_changed_field);
	void _property_changed(const String &p_path, const Variant &p_value, const String &p_name = "", bool p_changing = false, bool p_update_all = false);
	void _multiple_properties_changed(Vector<String> p_paths, Array p_values, bool p_changing = false);
	void _property_keyed(const String &p_path, bool p_advance);
	void _property_keyed_with_value(const String &p_path, const Variant &p_value, bool p_advance);
	void _property_deleted(const String &p_path);
	void _property_checked(const String &p_path, bool p_checked);
	void _property_pinned(const String &p_path, bool p_pinned);
	void _resource_selected(const String &p_path, Ref<Resource> p_resource);