### 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)

bottom_editor = p_control;
}
Variant EditorProperty::_get_cache_value(const StringName &p_prop, bool &r_valid) const {
	return object->get(p_prop, &r_valid);
}
bool EditorProperty::is_cache_valid() const {
	if (object) {
		for (const KeyValue<StringName, Variant> &E : cache) {
			bool valid;
			Variant value = _get_cache_value(E.key, valid);
			if (!valid || value != E.value) {
				return false;
			}
		}
	}
	return true;
}
void EditorProperty::update_cache() {
	cache.clear();
	if (object && property != StringName()) {
		bool valid;
		Variant value = _get_cache_value(property, valid);
		if (valid) {
			cache[property] = value;
		}
	}
}
Variant EditorProperty::get_drag_data(const Point2 &p_point) {