### 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)

parent = parent->get_parent();
			}
		}
		if (restore_focus) {
			current_focusable = property_focusable;
		}
	}
	_clear();
	if (!object) {
		return;
	}
	List<Ref<EditorInspectorPlugin>> valid_plugins;
	for (int i = inspector_plugin_count - 1; i >= 0; i--) { 
		if (!inspector_plugins[i]->can_handle(object)) {
			continue;
		}
		valid_plugins.push_back(inspector_plugins[i]);
	}
	
	
	bool draw_warning = false;
	bool all_read_only = false;
	if (is_inside_tree()) {
		if (object->has_method("_is_read_only")) {
			all_read_only = object->call("_is_read_only");
		}
		Node *nod = Object::cast_to<Node>(object);
		Node *es = EditorNode::get_singleton()->get_edited_scene();
		if (nod && es != nod && nod->get_owner() != es) {