### 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
void set_keying(bool p_keying);
	bool is_keying() const;
	void set_deletable(bool p_enable);
	bool is_deletable() const;
	void add_focusable(Control *p_control);
	void select(int p_focusable = -1);
	void deselect();
	bool is_selected() const;
	void set_label_reference(Control *p_control);
	void set_bottom_editor(Control *p_control);
	void set_use_folding(bool p_use_folding);
	bool is_using_folding() const;
	virtual void expand_all_folding();
	virtual void collapse_all_folding();
	virtual void expand_revertable();
	virtual Variant get_drag_data(const Point2 &p_point) override;
	virtual void update_cache();
	virtual bool is_cache_valid() const;
	void set_selectable(bool p_selectable);
	bool is_selectable() const;
	void set_name_split_ratio(float p_ratio);
	float get_name_split_ratio() const;
	void set_object_and_property(Object *p_object, const StringName &p_property);
	virtual Control *make_custom_tooltip(const String &p_text) const override;
	void set_draw_top_bg(bool p_draw) { draw_top_bg = p_draw; }
	bool can_revert_to_default() const { return can_revert; }
	void menu_option(int p_option);
	EditorProperty();
};
class EditorInspectorPlugin : public RefCounted {