### 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)

StringName current_selected = property_selected;
	int current_focusable = -1;
	if (property_focusable != -1) {
		
		bool restore_focus = false;
		Control *focused = get_viewport() ? get_viewport()->gui_get_focus_owner() : nullptr;
		if (focused) {
			Node *parent = focused->get_parent();
			while (parent) {
				EditorInspector *inspector = Object::cast_to<EditorInspector>(parent);
				if (inspector) {
					restore_focus = inspector == this; 
					break; 
				}