### 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
GDCLASS(EditorInspectorPlugin, RefCounted);
public:
	friend class EditorInspector;
	struct AddedEditor {
		Control *property_editor = nullptr;
		Vector<String> properties;
		String label;
		bool add_to_end = false;
	};
	List<AddedEditor> added_editors;
protected:
	static void _bind_methods();
	GDVIRTUAL1RC(bool, _can_handle, Variant)
	GDVIRTUAL1(_parse_begin, Object *)
	GDVIRTUAL2(_parse_category, Object *, String)
	GDVIRTUAL2(_parse_group, Object *, String)
	GDVIRTUAL7R(bool, _parse_property, Object *, int, String, int, String, int, bool)
	GDVIRTUAL1(_parse_end, Object *)
public:
	void add_custom_control(Control *control);
	void add_property_editor(const String &p_for_property, Control *p_prop, bool p_add_to_end = false);
	void add_property_editor_for_multiple_properties(const String &p_label, const Vector<String> &p_properties, Control *p_prop);
	virtual bool can_handle(Object *p_object);
	virtual void parse_begin(Object *p_object);
	virtual void parse_category(Object *p_object, const String &p_category);
	virtual void parse_group(Object *p_object, const String &p_group);
	virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide = false);
	virtual void parse_end(Object *p_object);
};
class EditorInspectorCategory : public Control {