### 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
GDVIRTUAL1(_set_read_only, bool)
	void _update_pin_flags();
protected:
	void _notification(int p_what);
	static void _bind_methods();
	virtual void _set_read_only(bool p_read_only);
	virtual void gui_input(const Ref<InputEvent> &p_event) override;
	virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
	const Color *_get_property_colors();
	virtual Variant _get_cache_value(const StringName &p_prop, bool &r_valid) const;
	virtual StringName _get_revert_property() const;
public:
	void emit_changed(const StringName &p_property, const Variant &p_value, const StringName &p_field = StringName(), bool p_changing = false);
	virtual Size2 get_minimum_size() const override;
	void set_label(const String &p_label);
	String get_label() const;
	void set_read_only(bool p_read_only);
	bool is_read_only() const;
	Object *get_edited_object();
	StringName get_edited_property() const;
	void set_doc_path(const String &p_doc_path);
	virtual void update_property();
	void update_editor_property_status();
	virtual bool use_keying_next() const;
	void set_checkable(bool p_checkable);
	bool is_checkable() const;
	void set_checked(bool p_checked);
	bool is_checked() const;
	void set_draw_warning(bool p_draw_warning);
	bool is_draw_warning() const;