### 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)

update_tree_pending = true;
}
void EditorInspector::update_property(const String &p_prop) {
	if (!editor_property_map.has(p_prop)) {
		return;
	}
	for (EditorProperty *E : editor_property_map[p_prop]) {
		E->update_property();
		E->update_editor_property_status();
		E->update_cache();
	}
}
void EditorInspector::_clear() {
	while (main_vbox->get_child_count()) {
		memdelete(main_vbox->get_child(0));
	}
	property_selected = StringName();
	property_focusable = -1;
	editor_property_map.clear();
	sections.clear();
	pending.clear();
	restart_request_props.clear();
}
Object *EditorInspector::get_edited_object() {
	return object;
}
void EditorInspector::edit(Object *p_object) {