### 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)

draw_warning = true;
		} else {
			if (!all_read_only) {
				Resource *res = Object::cast_to<Resource>(object);
				if (res) {
					all_read_only = EditorNode::get_singleton()->is_resource_read_only(res);
				}
			}
		}
	}
	String filter = search_box ? search_box->get_text() : "";
	String group;
	String group_base;
	String subgroup;
	String subgroup_base;
	int section_depth = 0;
	VBoxContainer *category_vbox = nullptr;
	List<PropertyInfo> plist;
	object->get_property_list(&plist, true);
	HashMap<VBoxContainer *, HashMap<String, VBoxContainer *>> vbox_per_path;
	HashMap<String, EditorInspectorArray *> editor_inspector_array_per_prefix;
	Color sscolor = get_theme_color(SNAME("prop_subsection"), SNAME("Editor"));
	
	for (Ref<EditorInspectorPlugin> &ped : valid_plugins) {
		ped->parse_begin(object);
		_parse_added_editors(main_vbox, nullptr, ped);
	}
	StringName doc_name;