### 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
clear();
	Ref<StandardMaterial3D> path_material = gizmo_plugin->get_material("path_material", this);
	Ref<StandardMaterial3D> path_thin_material = gizmo_plugin->get_material("path_thin_material", this);
	Ref<StandardMaterial3D> handles_material = gizmo_plugin->get_material("handles");
	Ref<StandardMaterial3D> sec_handles_material = gizmo_plugin->get_material("sec_handles");
	Ref<Curve3D> c = path->get_curve();
	if (c.is_null()) {
		return;
	}
	real_t interval = 0.1;
	const real_t length = c->get_baked_length();
	
	if (length > CMP_EPSILON) {
		const int sample_count = int(length / interval) + 2;
		interval = length / (sample_count - 1); 
		Vector<Transform3D> frames;
		frames.resize(sample_count);
		{
			Transform3D *w = frames.ptrw();
			for (int i = 0; i < sample_count; i++) {
				w[i] = c->sample_baked_with_rotation(i * interval, true, true);