### 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)

if (!object) {
		return;
	}
	
	if (autoclear) {
		if (!p_checked) {
			object->set(p_path, Variant());
		} else {
			Variant to_create;
			List<PropertyInfo> pinfo;
			object->get_property_list(&pinfo);
			for (const PropertyInfo &E : pinfo) {
				if (E.name == p_path) {
					Callable::CallError ce;
					Variant::construct(E.type, to_create, nullptr, 0, ce);
					break;
				}
			}
			object->set(p_path, to_create);
		}
		if (editor_property_map.has(p_path)) {
			for (EditorProperty *E : editor_property_map[p_path]) {
				E->set_checked(p_checked);
				E->update_property();
				E->update_editor_property_status();
				E->update_cache();
			}
		}
	} else {
		emit_signal(SNAME("property_toggled"), p_path, p_checked);