### 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)

uint32_t value = get_edited_object()->get(get_edited_property());
	grid->set_flag(value);
}
void EditorPropertyLayers::setup(LayerType p_layer_type) {
	layer_type = p_layer_type;
	int layer_group_size = 0;
	int layer_count = 0;
	switch (p_layer_type) {
		case LAYER_RENDER_2D: {
			basename = "layer_names/2d_render";
			layer_group_size = 5;
			layer_count = 20;
		} break;
		case LAYER_PHYSICS_2D: {
			basename = "layer_names/2d_physics";
			layer_group_size = 4;
			layer_count = 32;
		} break;
		case LAYER_NAVIGATION_2D: {
			basename = "layer_names/2d_navigation";
			layer_group_size = 4;
			layer_count = 32;
		} break;
		case LAYER_RENDER_3D: {
			basename = "layer_names/3d_render";
			layer_group_size = 5;
			layer_count = 20;
		} break;