### 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)

Ref<Script> s = p_resource;
	
	
	bool is_script = false;
	if (get_edited_object() && s.is_valid() && get_edited_property() == CoreStringNames::get_singleton()->_script) {
		is_script = true;
		InspectorDock::get_singleton()->store_script_properties(get_edited_object());
		s->call("set_instance_base_type", get_edited_object()->get_class());
	}
	
	Ref<ViewportTexture> vpt = p_resource;
	if (vpt.is_valid()) {
		Resource *r = Object::cast_to<Resource>(get_edited_object());
		if (r && r->get_path().is_resource_file()) {
			EditorNode::get_singleton()->show_warning(TTR("Can't create a ViewportTexture on resources saved as a file.\nResource needs to belong to a scene."));
			emit_changed(get_edited_property(), Ref<Resource>());
			update_property();
			return;