### 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 (i < c->get_point_count() - 1) {
				v3p.push_back(p);
				v3p.push_back(p + c->get_point_out(i));
				sec_handle_points.push_back(p + c->get_point_out(i));
			}
			if (i > 0) {
				v3p.push_back(p);
				v3p.push_back(p + c->get_point_in(i));
				sec_handle_points.push_back(p + c->get_point_in(i));
			}
		}
		if (v3p.size() > 1) {
			add_lines(v3p, path_thin_material);
		}
		if (handle_points.size()) {
			add_handles(handle_points, handles_material);
		}
		if (sec_handle_points.size()) {
			add_handles(sec_handle_points, sec_handles_material, Vector<int>(), false, true);
		}
	}
}
Path3DGizmo::Path3DGizmo(Path3D *p_path) {
	path = p_path;
	set_node_3d(p_path);
	orig_in_length = 0;
	orig_out_length = 0;
}
EditorPlugin::AfterGUIInput Path3DEditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {