### 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)

custom_value_edit->set_text(get_edited_object()->get(get_edited_property()));
	edit_custom_layout->hide();
	default_layout->show();
}
void EditorPropertyTextEnum::update_property() {
	String current_value = get_edited_object()->get(get_edited_property());
	int default_option = options.find(current_value);
	
	if (loose_mode) {
		custom_value_edit->set_text(current_value);
		option_button->clear();
		
		if (default_option < 0 && !current_value.is_empty()) {
			option_button->add_item(current_value, options.size() + 1001);
			option_button->select(0);
			option_button->add_separator();
		}
		
		option_button->add_item("", options.size() + 1000);
		for (int i = 0; i < options.size(); i++) {
			option_button->add_item(options[i], i);
			if (options[i] == current_value) {
				option_button->select(option_button->get_item_count() - 1);
			}
		}
	} else {
		option_button->select(default_option);
	}
}
void EditorPropertyTextEnum::setup(const Vector<String> &p_options, bool p_string_name, bool p_loose_mode) {