### 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)

spin->set_read_only(p_read_only);
};
void EditorPropertyEasing::_drag_easing(const Ref<InputEvent> &p_ev) {
	if (is_read_only()) {
		return;
	}
	const Ref<InputEventMouseButton> mb = p_ev;
	if (mb.is_valid()) {
		if (mb->is_double_click() && mb->get_button_index() == MouseButton::LEFT) {
			_setup_spin();
		}
		if (mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
			preset->set_position(easing_draw->get_screen_position() + mb->get_position());
			preset->reset_size();
			preset->popup();
			
			dragging = false;
			easing_draw->queue_redraw();
		}
		if (mb->get_button_index() == MouseButton::LEFT) {
			dragging = mb->is_pressed();
			
			easing_draw->queue_redraw();
		}
	}
	const Ref<InputEventMouseMotion> mm = p_ev;
	if (dragging && mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {