### 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)

Vector2i val = get_edited_object()->get(get_edited_property());
	setting = true;
	spin[0]->set_value(val.x);
	spin[1]->set_value(val.y);
	setting = false;
	_update_ratio();
}
void EditorPropertyVector2i::_update_ratio() {
	linked->set_modulate(Color(1, 1, 1, linked->is_pressed() ? 1.0 : 0.5));
	if (spin[0]->get_value() != 0 && spin[1]->get_value() != 0) {
		ratio_xy = spin[0]->get_value() / spin[1]->get_value();
		ratio_yx = spin[1]->get_value() / spin[0]->get_value();
	} else {
		ratio_xy = 1.0;
		ratio_yx = 1.0;
	}
}
void EditorPropertyVector2i::_notification(int p_what) {