### 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)

p_control->connect("focus_entered", callable_mp(this, &EditorProperty::_focusable_focused).bind(focusables.size()));
	focusables.push_back(p_control);
}
void EditorProperty::select(int p_focusable) {
	bool already_selected = selected;
	if (p_focusable >= 0) {
		ERR_FAIL_INDEX(p_focusable, focusables.size());
		focusables[p_focusable]->grab_focus();
	} else {
		selected = true;
		queue_redraw();
	}
	if (!already_selected && selected) {
		emit_signal(SNAME("selected"), property, selected_focusable);
	}
}
void EditorProperty::deselect() {
	selected = false;
	selected_focusable = -1;
	queue_redraw();
}
bool EditorProperty::is_selected() const {
	return selected;
}
void EditorProperty::gui_input(const Ref<InputEvent> &p_event) {
	ERR_FAIL_COND(p_event.is_null());
	if (property == StringName()) {
		return;
	}