### 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)

if (object == p_object) {
		return;
	}
	if (object) {
		_clear();
		object->disconnect("property_list_changed", callable_mp(this, &EditorInspector::_changed_callback));
	}
	per_array_page.clear();
	object = p_object;
	if (object) {
		update_scroll_request = 0; 
		if (scroll_cache.has(object->get_instance_id())) { 
			update_scroll_request = scroll_cache[object->get_instance_id()]; 
		}
		object->connect("property_list_changed", callable_mp(this, &EditorInspector::_changed_callback));
		update_tree();
	}
	emit_signal(SNAME("edited_object_changed"));
}
void EditorInspector::set_keying(bool p_active) {
	if (keying == p_active) {
		return;
	}
	keying = p_active;
	
	Array args;
	args.append(keying);
	main_vbox->propagate_call(SNAME("set_keying"), args, true);
}
void EditorInspector::set_read_only(bool p_read_only) {