### 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 (!movable || read_only) {
		return false;
	}
	
	control_dropping->queue_redraw();
	if (p_data.get_type() != Variant::DICTIONARY) {
		return false;
	}
	Dictionary dict = p_data;
	int drop_position = _drop_position();
	if (!dict.has("type") || dict["type"] != "property_array_element" || String(dict["property_array_prefix"]) != array_element_prefix || drop_position < 0) {
		return false;
	}
	
	int moved_array_index = (int)dict["index"];
	int drop_array_index = begin_array_index + drop_position;
	return drop_array_index != moved_array_index && drop_array_index - 1 != moved_array_index;
}
void EditorInspectorArray::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_ENTER_TREE:
		case NOTIFICATION_THEME_CHANGED: {
			Color color = get_theme_color(SNAME("dark_color_1"), SNAME("Editor"));
			odd_style->set_bg_color(color.darkened(-0.08));
			even_style->set_bg_color(color.darkened(0.08));
			for (int i = 0; i < (int)array_elements.size(); i++) {
				ArrayElement &ae = array_elements[i];
				if (ae.move_texture_rect) {