### 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) {
		return;
	}
	if (p_path.begins_with("metadata/")) {
		String name = p_path.replace_first("metadata/", "");
		Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
		undo_redo->create_action(vformat(TTR("Remove metadata %s"), name));
		undo_redo->add_do_method(object, "remove_meta", name);
		undo_redo->add_undo_method(object, "set_meta", name, object->get_meta(name));
		undo_redo->commit_action();
	}
	emit_signal(SNAME("property_deleted"), p_path);
}
void EditorInspector::_property_keyed_with_value(const String &p_path, const Variant &p_value, bool p_advance) {
	if (!object) {
		return;
	}
	
	const Variant args[3] = { p_path, p_value, p_advance };
	const Variant *argp[3] = { &args[0], &args[1], &args[2] };
	emit_signalp(SNAME("property_keyed"), argp, 3);
}
void EditorInspector::_property_checked(const String &p_path, bool p_checked) {