Is there a reason for the joint gizmo needing to have parent bone transform?

Godot Version

4.6.1

Question

In my game I have PhysicalBone3Ds in their separate scenes and I assemble them at runtime.

I want to see their joint constraints. I looked into the source code and they need to be in BoneSimulator3D and in Skeleton3D. Is there a reason for that? And can I edit the engine, so it would show?