### 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 < (int)properties_as_array.size(); i++) {
			Dictionary d = Dictionary(properties_as_array[i]);
			Array keys = d.keys();
			for (int j = 0; j < keys.size(); j++) {
				String key = keys[j];
				undo_redo->add_undo_property(object, vformat(key, i), d[key]);
			}
		}
		
		undo_redo->add_do_property(object, count_property, 0);
	}
	undo_redo->commit_action();
	
	emit_signal(SNAME("page_change_request"), 0);
	count = 0;
	begin_array_index = 0;
	end_array_index = 0;
	max_page = 0;
}
void EditorInspectorArray::_resize_array(int p_size) {
	ERR_FAIL_COND(p_size < 0);
	if (p_size == count) {
		return;
	}
	Ref<EditorUndoRedoManager> &undo_redo = EditorNode::get_undo_redo();
	undo_redo->create_action(vformat("Resize property array with prefix %s.", array_element_prefix));
	if (p_size > count) {
		if (mode == MODE_USE_MOVE_ARRAY_ELEMENT_FUNCTION) {
			for (int i = count; i < p_size; i++) {