### 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)

ERR_FAIL_COND(inspector_plugin_count == MAX_PLUGINS);
	int idx = -1;
	for (int i = 0; i < inspector_plugin_count; i++) {
		if (inspector_plugins[i] == p_plugin) {
			idx = i;
			break;
		}
	}
	ERR_FAIL_COND_MSG(idx == -1, "Trying to remove nonexistent inspector plugin.");
	for (int i = idx; i < inspector_plugin_count - 1; i++) {
		inspector_plugins[i] = inspector_plugins[i + 1];
	}
	inspector_plugins[inspector_plugin_count - 1] = Ref<EditorInspectorPlugin>();
	inspector_plugin_count--;
}
void EditorInspector::cleanup_plugins() {
	for (int i = 0; i < inspector_plugin_count; i++) {
		inspector_plugins[i].unref();
	}
	inspector_plugin_count = 0;
}
Button *EditorInspector::create_inspector_action_button(const String &p_text) {