### 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<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
	int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
	return Vector2(0, font->get_height(font_size) * 3);
}
void EditorPropertyLayersGrid::set_read_only(bool p_read_only) {
	read_only = p_read_only;
}
Size2 EditorPropertyLayersGrid::get_minimum_size() const {
	Size2 min_size = get_grid_size();
	
	if (expanded) {
		const int bsize = (min_size.height * 80 / 100) / 2;
		for (int i = 0; i < expansion_rows; ++i) {
			min_size.y += 2 * (bsize + 1) + 3;
		}
	}
	return min_size;
}
String EditorPropertyLayersGrid::get_tooltip(const Point2 &p_pos) const {
	for (int i = 0; i < flag_rects.size(); i++) {
		if (i < tooltips.size() && flag_rects[i].has_point(p_pos)) {
			return tooltips[i];
		}
	}
	return String();
}
void EditorPropertyLayersGrid::gui_input(const Ref<InputEvent> &p_ev) {