### 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)

const Variant args[3] = { String(get_edited_property()) + ":" + p_property, p_value, p_advance };
	const Variant *argp[3] = { &args[0], &args[1], &args[2] };
	emit_signalp(SNAME("property_keyed_with_value"), argp, 3);
}
void EditorPropertyResource::_sub_inspector_resource_selected(const Ref<Resource> &p_resource, const String &p_property) {
	emit_signal(SNAME("resource_selected"), String(get_edited_property()) + ":" + p_property, p_resource);
}
void EditorPropertyResource::_sub_inspector_object_id_selected(int p_id) {
	emit_signal(SNAME("object_id_selected"), get_edited_property(), p_id);
}
void EditorPropertyResource::_open_editor_pressed() {
	Ref<Resource> res = get_edited_object()->get(get_edited_property());
	if (res.is_valid()) {
		
		EditorNode::get_singleton()->call_deferred(SNAME("edit_item_resource"), res);
	}
}
void EditorPropertyResource::_fold_other_editors(Object *p_self) {