### 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)

for (int i = 0; i < editors.size(); i++) {
			EditorProperty *ep = Object::cast_to<EditorProperty>(editors[i].property_editor);
			const Vector<String> &properties = editors[i].properties;
			if (ep) {
				
				ep->object = object;
				if (properties.size()) {
					if (properties.size() == 1) {
						
						ep->property = properties[0];
						ep->property_path = property_prefix + properties[0];
						ep->property_usage = p.usage;
						
					}
					if (!editors[i].label.is_empty()) {
						ep->set_label(editors[i].label);
					} else {
						
						ep->set_label(property_label_string);
					}
					for (int j = 0; j < properties.size(); j++) {
						String prop = properties[j];
						if (!editor_property_map.has(prop)) {
							editor_property_map[prop] = List<EditorProperty *>();
						}
						editor_property_map[prop].push_back(ep);
					}
				}
				EditorInspectorSection *section = Object::cast_to<EditorInspectorSection>(current_vbox->get_parent());
				if (section) {