### 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)

RID ci = easing_draw->get_canvas_item();
	Size2 s = easing_draw->get_size();
	const int point_count = 48;
	const float exp = get_edited_object()->get(get_edited_property());
	const Ref<Font> f = get_theme_font(SNAME("font"), SNAME("Label"));
	int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
	const Color font_color = get_theme_color(is_read_only() ? SNAME("font_uneditable_color") : SNAME("font_color"), SNAME("LineEdit"));
	Color line_color;
	if (dragging) {
		line_color = get_theme_color(SNAME("accent_color"), SNAME("Editor"));
	} else {
		line_color = get_theme_color(is_read_only() ? SNAME("font_uneditable_color") : SNAME("font_color"), SNAME("LineEdit")) * Color(1, 1, 1, 0.9);
	}
	Vector<Point2> points;
	for (int i = 0; i <= point_count; i++) {