### 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)

EditorInspectorSection();
	~EditorInspectorSection();
};
class EditorInspectorArray : public EditorInspectorSection {
	GDCLASS(EditorInspectorArray, EditorInspectorSection);
	enum Mode {
		MODE_NONE,
		MODE_USE_COUNT_PROPERTY,
		MODE_USE_MOVE_ARRAY_ELEMENT_FUNCTION,
	} mode;
	StringName count_property;
	StringName array_element_prefix;
	String swap_method;
	int count = 0;
	VBoxContainer *elements_vbox = nullptr;
	Control *control_dropping = nullptr;
	bool dropping = false;
	Button *add_button = nullptr;
	AcceptDialog *resize_dialog = nullptr;
	SpinBox *new_size_spin_box = nullptr;
	
	int page_length = 5;
	int page = 0;
	int max_page = 0;
	int begin_array_index = 0;
	int end_array_index = 0;
	bool read_only = false;
	bool movable = true;
	bool numbered = false;
	enum MenuOptions {