### 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<EditorNode3DGizmo> Path3DGizmoPlugin::create_gizmo(Node3D *p_spatial) {
	Ref<Path3DGizmo> ref;
	Path3D *path = Object::cast_to<Path3D>(p_spatial);
	if (path) {
		ref = Ref<Path3DGizmo>(memnew(Path3DGizmo(path)));
	}
	return ref;
}
String Path3DGizmoPlugin::get_gizmo_name() const {
	return "Path3D";
}
int Path3DGizmoPlugin::get_priority() const {
	return -1;
}
Path3DGizmoPlugin::Path3DGizmoPlugin() {
	Color path_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/path", Color(0.5, 0.5, 1.0, 0.8));
	create_material("path_material", path_color);
	create_material("path_thin_material", Color(0.5, 0.5, 0.5));
	create_handle_material("handles", false, Node3DEditor::get_singleton()->get_theme_icon(SNAME("EditorPathSmoothHandle"), SNAME("EditorIcons")));
	create_handle_material("sec_handles", false, Node3DEditor::get_singleton()->get_theme_icon(SNAME("EditorCurveHandle"), SNAME("EditorIcons")));
}