### 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)

Variant args[4] = { p_property, p_value, p_field, p_changing };
	const Variant *argptrs[4] = { &args[0], &args[1], &args[2], &args[3] };
	cache[p_property] = p_value;
	emit_signalp(SNAME("property_changed"), (const Variant **)argptrs, 4);
}
void EditorProperty::_notification(int p_what) {
	switch (p_what) {
		case NOTIFICATION_SORT_CHILDREN: {
			Size2 size = get_size();
			Rect2 rect;
			Rect2 bottom_rect;
			right_child_rect = Rect2();
			bottom_child_rect = Rect2();
			{
				int child_room = size.width * (1.0 - split_ratio);
				Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Tree"));
				int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Tree"));
				int height = font->get_height(font_size) + 4 * EDSCALE;
				bool no_children = true;
				
				for (int i = 0; i < get_child_count(); i++) {
					Control *c = Object::cast_to<Control>(get_child(i));
					if (!c) {
						continue;
					}
					if (c->is_set_as_top_level()) {
						continue;
					}
					if (c == bottom_editor) {
						continue;