### 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
undo_redo->add_do_method(this, "_edit_request_change", object, "");
			undo_redo->add_undo_method(this, "_edit_request_change", object, "");
		} else {
			undo_redo->add_do_method(this, "_edit_request_change", object, p_name);
			undo_redo->add_undo_method(this, "_edit_request_change", object, p_name);
		}
		Resource *r = Object::cast_to<Resource>(object);
		if (r) {
			if (String(p_name) == "resource_local_to_scene") {
				bool prev = object->get(p_name);
				bool next = p_value;
				if (next) {
					undo_redo->add_do_method(r, "setup_local_to_scene");
				}
				if (prev) {
					undo_redo->add_undo_method(r, "setup_local_to_scene");
				}
			}
		}
		undo_redo->add_do_method(this, "emit_signal", _prop_edited, p_name);
		undo_redo->add_undo_method(this, "emit_signal", _prop_edited, p_name);
		undo_redo->commit_action();
	}
	if (editor_property_map.has(p_name)) {
		for (EditorProperty *E : editor_property_map[p_name]) {
			E->update_editor_property_status();
		}
	}
}
void EditorInspector::_property_changed(const String &p_path, const Variant &p_value, const String &p_name, bool p_changing, bool p_update_all) {