### 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)

checked = p.usage & PROPERTY_USAGE_CHECKED;
		}
		bool property_read_only = (p.usage & PROPERTY_USAGE_READ_ONLY) || read_only;
		
		if (p.usage & PROPERTY_USAGE_RESTART_IF_CHANGED) {
			restart_request_props.insert(p.name);
		}
		PropertyDocInfo doc_info;
		if (use_doc_hints) {
			
			
			StringName classname = doc_name;
			if (!object_class.is_empty()) {
				classname = object_class;
			} else if (Object::cast_to<MultiNodeEdit>(object)) {
				classname = Object::cast_to<MultiNodeEdit>(object)->get_edited_class_name();
			} else if (classname == "") {
				classname = object->get_class_name();
				Resource *res = Object::cast_to<Resource>(object);
				if (res && !res->get_script().is_null()) {
					
					Ref<Script> scr = res->get_script();
					if (scr.is_valid()) {
						Vector<DocData::ClassDoc> docs = scr->get_documentation();
						if (!docs.is_empty()) {
							classname = docs[0].name;
						}
					}
				}
			}