### 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)

vbox = memnew(VBoxContainer);
	dropping_unfold_timer = memnew(Timer);
	dropping_unfold_timer->set_wait_time(0.6);
	dropping_unfold_timer->set_one_shot(true);
	add_child(dropping_unfold_timer);
	dropping_unfold_timer->connect("timeout", callable_mp(this, &EditorInspectorSection::unfold));
}
EditorInspectorSection::~EditorInspectorSection() {
	if (!vbox_added) {
		memdelete(vbox);
	}
}
int EditorInspectorArray::_get_array_count() {
	if (mode == MODE_USE_MOVE_ARRAY_ELEMENT_FUNCTION) {
		List<PropertyInfo> object_property_list;
		object->get_property_list(&object_property_list);
		return _extract_properties_as_array(object_property_list).size();
	} else if (mode == MODE_USE_COUNT_PROPERTY) {
		bool valid;
		int count_val = object->get(count_property, &valid);
		ERR_FAIL_COND_V_MSG(!valid, 0, vformat("%s is not a valid property to be used as array count.", count_property));
		return count_val;
	}
	return 0;
}
void EditorInspectorArray::_add_button_pressed() {