### 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)

return;
	}
	const Ref<InputEventMouseButton> mb = p_ev;
	if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT && mb->is_pressed()) {
		if (hovered_index >= 0) {
			
			
			if (value & (1 << hovered_index)) {
				value &= ~(1 << hovered_index);
			} else {
				value |= (1 << hovered_index);
			}
			emit_signal(SNAME("flag_changed"), value);
			queue_redraw();
		} else if (expand_hovered) {
			expanded = !expanded;
			update_minimum_size();
			queue_redraw();
		}
	}
	if (mb.is_valid() && mb->get_button_index() == MouseButton::RIGHT && mb->is_pressed()) {
		if (hovered_index >= 0) {
			renamed_layer_index = hovered_index;
			layer_rename->set_position(get_screen_position() + mb->get_position());
			layer_rename->reset_size();
			layer_rename->popup();
		}
	}
}
void EditorPropertyLayersGrid::_notification(int p_what) {