### 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)

break;
					}
					scr = scr->get_base_script();
				}
				if (category->icon.is_null() && has_theme_icon(base_type, SNAME("EditorIcons"))) {
					category->icon = get_theme_icon(base_type, SNAME("EditorIcons"));
				}
			}
			if (category->icon.is_null()) {
				if (!type.is_empty()) { 
					category->icon = EditorNode::get_singleton()->get_class_icon(type, "Object");
				}
			}
			
			category->label = label;
			if (use_doc_hints) {
				
				if (!class_descr_cache.has(doc_name)) {
					String descr;
					DocTools *dd = EditorHelp::get_doc_data();
					HashMap<String, DocData::ClassDoc>::Iterator E = dd->class_list.find(doc_name);
					if (E) {
						descr = DTR(E->value.brief_description);
					}
					class_descr_cache[doc_name] = descr;
				}
				category->set_tooltip_text(p.name + "::" + (class_descr_cache[doc_name].is_empty() ? "" : class_descr_cache[doc_name]));
			}
			
			for (Ref<EditorInspectorPlugin> &ped : valid_plugins) {