### 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)

for (int i = 0; i < 2; i++) {
		spin[i]->set_read_only(p_read_only);
	}
};
void EditorPropertyVector2::_value_changed(double val, const String &p_name) {
	if (setting) {
		return;
	}
	if (linked->is_pressed()) {
		setting = true;
		if (p_name == "x") {
			spin[1]->set_value(spin[0]->get_value() * ratio_yx);
		}
		if (p_name == "y") {
			spin[0]->set_value(spin[1]->get_value() * ratio_xy);
		}
		setting = false;
	}
	Vector2 v2;
	v2.x = spin[0]->get_value();
	v2.y = spin[1]->get_value();
	emit_changed(get_edited_property(), v2, linked->is_pressed() ? "" : p_name);
}
void EditorPropertyVector2::update_property() {