### Godot version

4.0.dev(dc3175e4cdb4e54e1c6200b6c4d07646eea95284)

### System information

Any

### Issue description

EditorPlugins that depend on the resources that Node has will not be visible when SubInspector is focused.

https://user-images.githubusercontent.com/61938263/210553656-86669f57-e41f-427e-a650-30630c27d850.mp4

This is caused by two problems:

The first is caused by implicit editor deletion in Node3D. This is fixed by #70907.

The other is due to a change in inspector update timing, which is regression by #68498. Revert PR #70909 will fix this issue, but if not, we will need to update SubInspectorEditor in the correct way.

### Steps to reproduce

Select Path3D or CollisionPolygon3D and open a SubInspector such as Script.

### Minimal reproduction project

[plugintest.zip](https://github.com/godotengine/godot/files/10343962/plugintest.zip)

String type = base_type;
	Callable callable = get_edited_object()->get(get_edited_property());
	edit->set_text("Callable");
	edit->set_disabled(true);
	edit->set_icon(get_theme_icon(SNAME("Callable"), SNAME("EditorIcons")));
}
void EditorPropertyCallable::_bind_methods() {
}
EditorPropertyCallable::EditorPropertyCallable() {
	edit = memnew(Button);
	add_child(edit);
	add_focusable(edit);
}
void EditorPropertyFloat::_set_read_only(bool p_read_only) {
	spin->set_read_only(p_read_only);
};
void EditorPropertyFloat::_value_changed(double val) {
	if (setting) {
		return;
	}
	if (angle_in_radians) {
		val = Math::deg_to_rad(val);
	}
	emit_changed(get_edited_property(), val);
}
void EditorPropertyFloat::update_property() {