### 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 (!F->value.inherits.is_empty()) {
						F = dd->class_list.find(F->value.inherits);
					} else {
						break;
					}
				}
				doc_info_cache[classname][propname] = doc_info;
			}
		}
		Vector<EditorInspectorPlugin::AddedEditor> editors;
		Vector<EditorInspectorPlugin::AddedEditor> late_editors;
		
		for (Ref<EditorInspectorPlugin> &ped : valid_plugins) {
			bool exclusive = ped->parse_property(object, p.type, p.name, p.hint, p.hint_string, p.usage, wide_editors);
			for (const EditorInspectorPlugin::AddedEditor &F : ped->added_editors) {
				if (F.add_to_end) {
					late_editors.push_back(F);
				} else {
					editors.push_back(F);
				}
			}
			ped->added_editors.clear();
			if (exclusive) {
				break;
			}
		}
		editors.append_array(late_editors);