### 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
if (idx == j) {
						idx++; 
					} else {
						idx = j; 
					}
					if (j == rc) {
						break;
					}
				}
			}
			EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
			if (closest_seg != -1) {
				
				ur->create_action(TTR("Split Path"));
				ur->add_do_method(c.ptr(), "add_point", closest_seg_point, Vector3(), Vector3(), closest_seg + 1);
				ur->add_undo_method(c.ptr(), "remove_point", closest_seg + 1);
				ur->commit_action();
				return EditorPlugin::AFTER_GUI_INPUT_STOP;
			} else {
				Vector3 origin;
				if (c->get_point_count() == 0) {
					origin = path->get_transform().get_origin();
				} else {
					origin = gt.xform(c->get_point_position(c->get_point_count() - 1));
				}
				Plane p(p_camera->get_transform().basis.get_column(2), origin);
				Vector3 ray_from = p_camera->project_ray_origin(mbpos);
				Vector3 ray_dir = p_camera->project_ray_normal(mbpos);
				Vector3 inters;
				if (p.intersects_ray(ray_from, ray_dir, &inters)) {