### 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)

ERR_FAIL_COND(p_paths.size() == 0 || p_values.size() == 0);
	ERR_FAIL_COND(p_paths.size() != p_values.size());
	String names;
	for (int i = 0; i < p_paths.size(); i++) {
		if (i > 0) {
			names += ",";
		}
		names += p_paths[i];
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(TTR("Set Multiple:") + " " + names, UndoRedo::MERGE_ENDS);
	for (int i = 0; i < p_paths.size(); i++) {
		_edit_set(p_paths[i], p_values[i], false, "");
		if (restart_request_props.has(p_paths[i])) {
			emit_signal(SNAME("restart_requested"));
		}
	}
	if (p_changing) {
		changing++;
	}
	undo_redo->commit_action();
	if (p_changing) {
		changing--;
	}
}
void EditorInspector::_property_keyed(const String &p_path, bool p_advance) {