### 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)

return selectable;
}
void EditorProperty::set_name_split_ratio(float p_ratio) {
	split_ratio = p_ratio;
}
float EditorProperty::get_name_split_ratio() const {
	return split_ratio;
}
void EditorProperty::set_object_and_property(Object *p_object, const StringName &p_property) {
	object = p_object;
	property = p_property;
	_update_pin_flags();
}
static bool _is_value_potential_override(Node *p_node, const String &p_property) {
	
	
	
	Node *edited_scene = EditorNode::get_singleton()->get_edited_scene();
	Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, edited_scene);
	if (states_stack.size()) {
		return true;
	} else {
		bool is_valid_default = false;
		bool is_class_default = false;
		PropertyUtils::get_property_default_value(p_node, p_property, &is_valid_default, &states_stack, false, nullptr, &is_class_default);
		return !is_class_default;
	}
}
void EditorProperty::_update_pin_flags() {