### 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)

GDCLASS(EditorInspector, ScrollContainer);
	enum {
		MAX_PLUGINS = 1024
	};
	static Ref<EditorInspectorPlugin> inspector_plugins[MAX_PLUGINS];
	static int inspector_plugin_count;
	VBoxContainer *main_vbox = nullptr;
	
	HashMap<StringName, List<EditorProperty *>> editor_property_map;
	List<EditorInspectorSection *> sections;
	HashSet<StringName> pending;
	void _clear();
	Object *object = nullptr;
	
	LineEdit *search_box = nullptr;
	bool show_categories = false;
	bool hide_script = true;
	bool hide_metadata = true;
	bool use_doc_hints = false;
	EditorPropertyNameProcessor::Style property_name_style = EditorPropertyNameProcessor::STYLE_CAPITALIZED;
	bool use_filter = false;
	bool autoclear = false;
	bool use_folding = false;
	int changing;
	bool update_all_pending = false;
	bool read_only = false;
	bool keying = false;