### 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 (p_hint == PROPERTY_HINT_EXP_EASING) {
				EditorPropertyEasing *editor = memnew(EditorPropertyEasing);
				bool positive_only = false;
				bool flip = false;
				const Vector<String> hints = p_hint_text.split(",");
				for (int i = 0; i < hints.size(); i++) {
					const String hint = hints[i].strip_edges();
					if (hint == "attenuation") {
						flip = true;
					}
					if (hint == "positive_only") {
						positive_only = true;
					}
				}
				editor->setup(positive_only, flip);
				return editor;
			} else {
				EditorPropertyFloat *editor = memnew(EditorPropertyFloat);
				EditorPropertyRangeHint hint = _parse_range_hint(p_hint, p_hint_text, default_float_step);
				editor->setup(hint.min, hint.max, hint.step, hint.hide_slider, hint.exp_range, hint.or_greater, hint.or_less, hint.suffix, hint.radians);
				return editor;
			}
		} break;
		case Variant::STRING: {
			if (p_hint == PROPERTY_HINT_ENUM || p_hint == PROPERTY_HINT_ENUM_SUGGESTION) {
				EditorPropertyTextEnum *editor = memnew(EditorPropertyTextEnum);
				Vector<String> options = p_hint_text.split(",", false);
				editor->setup(options, false, (p_hint == PROPERTY_HINT_ENUM_SUGGESTION));
				return editor;
			} else if (p_hint == PROPERTY_HINT_MULTILINE_TEXT) {