### 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)

NodePath p;
	if (pointer_mode) {
		p = get_edited_object()->get(_get_meta_pointer_property());
	} else {
		p = get_edited_object()->get(get_edited_property());
	}
	assign->set_tooltip_text(p);
	if (p == NodePath()) {
		assign->set_icon(Ref<Texture2D>());
		assign->set_text(TTR("Assign..."));
		assign->set_flat(false);
		return;
	}
	assign->set_flat(true);
	Node *base_node = nullptr;
	if (base_hint != NodePath()) {
		if (get_tree()->get_root()->has_node(base_hint)) {
			base_node = get_tree()->get_root()->get_node(base_hint);
		}
	} else {
		base_node = Object::cast_to<Node>(get_edited_object());
	}
	if (!base_node || !base_node->has_node(p)) {