### 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)

ep->update_property();
				ep->_update_pin_flags();
				ep->update_editor_property_status();
				ep->update_cache();
				if (current_selected && ep->property == current_selected) {
					ep->select(current_focusable);
				}
			}
		}
	}
	if (!hide_metadata && !object->call("_hide_metadata_from_inspector")) {
		
		Control *spacer = memnew(Control);
		spacer->set_custom_minimum_size(Size2(0, 4) * EDSCALE);
		main_vbox->add_child(spacer);
		Button *add_md = EditorInspector::create_inspector_action_button(TTR("Add Metadata"));
		add_md->set_icon(get_theme_icon(SNAME("Add"), SNAME("EditorIcons")));
		add_md->connect(SNAME("pressed"), callable_mp(this, &EditorInspector::_show_add_meta_dialog));
		main_vbox->add_child(add_md);
		if (all_read_only) {
			add_md->set_disabled(true);
		}
	}
	
	for (Ref<EditorInspectorPlugin> &ped : valid_plugins) {
		ped->parse_end(object);
		_parse_added_editors(main_vbox, nullptr, ped);
	}
}
void EditorInspector::update_tree() {