### 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
Ref<Curve3D> c = path->get_curve();
	if (c.is_null()) {
		return Variant();
	}
	if (!p_secondary) {
		original = c->get_point_position(p_id);
		return original;
	}
	
	int idx = (p_id + 1) / 2;
	Vector3 ofs;
	if (_is_in_handle(p_id, c->get_point_count())) {
		ofs = c->get_point_in(idx);
	} else {
		ofs = c->get_point_out(idx);
	}
	original = ofs + c->get_point_position(idx);
	return ofs;
}
void Path3DGizmo::set_handle(int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) {