### 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)

const String property_name = basename + vformat("/layer_%d", p_index + 1);
	if (ProjectSettings::get_singleton()->has_setting(property_name)) {
		ProjectSettings::get_singleton()->set(property_name, p_name);
		ProjectSettings::get_singleton()->save();
	}
}
String EditorPropertyLayers::get_layer_name(int p_index) const {
	const String property_name = basename + vformat("/layer_%d", p_index + 1);
	if (ProjectSettings::get_singleton()->has_setting(property_name)) {
		return GLOBAL_GET(property_name);
	}
	return String();
}
void EditorPropertyLayers::_button_pressed() {