### 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)

if (setting) {
		return;
	}
	edit_euler.x = euler[0]->get_value();
	edit_euler.y = euler[1]->get_value();
	edit_euler.z = euler[2]->get_value();
	Vector3 v;
	v.x = Math::deg_to_rad(edit_euler.x);
	v.y = Math::deg_to_rad(edit_euler.y);
	v.z = Math::deg_to_rad(edit_euler.z);
	Quaternion temp_q = Quaternion::from_euler(v);
	spin[0]->set_value(temp_q.x);
	spin[1]->set_value(temp_q.y);
	spin[2]->set_value(temp_q.z);
	spin[3]->set_value(temp_q.w);
}
void EditorPropertyQuaternion::_value_changed(double val, const String &p_name) {
	if (setting) {
		return;
	}
	Quaternion p;
	p.x = spin[0]->get_value();
	p.y = spin[1]->get_value();
	p.z = spin[2]->get_value();
	p.w = spin[3]->get_value();
	emit_changed(get_edited_property(), p, p_name);
}
bool EditorPropertyQuaternion::is_grabbing_euler() {