### 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 (delete_rect.has_point(mpos)) {
			accept_event();
			emit_signal(SNAME("property_deleted"), property);
		}
		if (revert_rect.has_point(mpos)) {
			accept_event();
			bool is_valid_revert = false;
			Variant revert_value = EditorPropertyRevert::get_property_revert_value(object, property, &is_valid_revert);
			ERR_FAIL_COND(!is_valid_revert);
			emit_changed(property, revert_value);
			update_property();
		}
		if (check_rect.has_point(mpos)) {
			accept_event();
			checked = !checked;
			queue_redraw();
			emit_signal(SNAME("property_checked"), property, checked);
		}
	} else if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
		accept_event();
		_update_popup();
		menu->set_position(get_screen_position() + get_local_mouse_position());
		menu->reset_size();
		menu->popup();
		select();
		return;
	}
}
void EditorProperty::shortcut_input(const Ref<InputEvent> &p_event) {