### Godot version

4.1.dev (4d5f10fc3a)

### System information

macOS 13.3.0 - Vulkan (Forward+) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

Here is the toolbar button for Path 3D <img width="213" alt="Capture d’écran 2023-06-05 à 01 33 46" src="https://github.com/godotengine/godot/assets/66184050/be23b414-43ca-4775-a91e-e12d4581af4f">. As you can see it is missing the secod button from PAth2D ones <img width="243" alt="Capture d’écran 2023-06-05 à 01 33 34" src="https://github.com/godotengine/godot/assets/66184050/aba2435d-bb16-43e9-af18-30b64e38255f">. This is the one about setting up the control nodes. 
However control nodes are actually implemented and accessible by holding `Shift` so it's only missing a button that makes it looks like control node are not a thing on `Path3D`. 


### Steps to reproduce

N/A

### Minimal reproduction project

N/A
}
		}
		const Transform3D *r = frames.ptr();
		Vector<Vector3> v3p;
		for (int i = 0; i < sample_count - 1; i++) {
			const Vector3 p1 = r[i].origin;
			const Vector3 p2 = r[i + 1].origin;
			const Vector3 side = r[i].basis.get_column(0);
			const Vector3 up = r[i].basis.get_column(1);
			const Vector3 forward = r[i].basis.get_column(2);
			
			v3p.push_back(p1);
			v3p.push_back(p2);
			
			v3p.push_back(p1);
			v3p.push_back(p1 + (side + forward + up * 0.3) * 0.06);
			v3p.push_back(p1);
			v3p.push_back(p1 + (-side + forward + up * 0.3) * 0.06);
		}
		add_lines(v3p, path_material);
		add_collision_segments(v3p);
	}
	
	if (Path3DEditorPlugin::singleton->get_edited_path() == path) {
		Vector<Vector3> v3p;
		Vector<Vector3> handle_points;
		Vector<Vector3> sec_handle_points;
		for (int i = 0; i < c->get_point_count(); i++) {
			Vector3 p = c->get_point_position(i);
			handle_points.push_back(p);