### 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)

bool keying = false;
	bool deletable = false;
	Rect2 right_child_rect;
	Rect2 bottom_child_rect;
	Rect2 keying_rect;
	bool keying_hover = false;
	Rect2 revert_rect;
	bool revert_hover = false;
	Rect2 check_rect;
	bool check_hover = false;
	Rect2 delete_rect;
	bool delete_hover = false;
	bool can_revert = false;
	bool can_pin = false;
	bool pin_hidden = false;
	bool pinned = false;
	bool use_folding = false;
	bool draw_top_bg = true;
	void _update_popup();
	void _focusable_focused(int p_index);
	bool selectable = true;
	bool selected = false;
	int selected_focusable;
	float split_ratio;
	Vector<Control *> focusables;
	Control *label_reference = nullptr;
	Control *bottom_editor = nullptr;
	PopupMenu *menu = nullptr;
	HashMap<StringName, Variant> cache;
	GDVIRTUAL0(_update_property)