### 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)

base_node = Object::cast_to<Node>(get_edited_object());
		if (!base_node) {
			
			if (EditorNode::get_singleton()->get_editor_selection_history()->get_path_size() > 0) {
				Object *base = ObjectDB::get_instance(EditorNode::get_singleton()->get_editor_selection_history()->get_path_object(0));
				if (base) {
					base_node = Object::cast_to<Node>(base);
				}
			}
		}
	}
	if (!base_node && get_edited_object()->has_method("get_root_path")) {
		base_node = Object::cast_to<Node>(get_edited_object()->call("get_root_path"));
	}
	if (!base_node && Object::cast_to<RefCounted>(get_edited_object())) {
		Node *to_node = get_node(p_path);
		ERR_FAIL_COND(!to_node);
		path = get_tree()->get_edited_scene_root()->get_path_to(to_node);
	}
	if (base_node) { 
		path = base_node->get_path().rel_path_to(p_path);
	}
	if (pointer_mode && base_node) {
		emit_changed(_get_meta_pointer_property(), path);
	} else {
		emit_changed(get_edited_property(), path);
	}
	update_property();
}
void EditorPropertyNodePath::_node_assign() {