### 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
HANDLE_OPTION_ANGLE,
		HANDLE_OPTION_LENGTH
	};
protected:
	void _notification(int p_what);
	static void _bind_methods();
public:
	Path3D *get_edited_path() { return path; }
	static Path3DEditorPlugin *singleton;
	virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
	virtual String get_name() const override { return "Path3D"; }
	bool has_main_screen() const override { return false; }
	virtual void edit(Object *p_object) override;
	virtual bool handles(Object *p_object) const override;
	virtual void make_visible(bool p_visible) override;
	bool mirror_angle_enabled() { return mirror_handle_angle; }
	bool mirror_length_enabled() { return mirror_handle_length; }
	bool is_handle_clicked() { return handle_clicked; }
	void set_handle_clicked(bool clicked) { handle_clicked = clicked; }
	Path3DEditorPlugin();
	~Path3DEditorPlugin();
};
#endif