### 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)

bool is_grabbing = false;
	for (int i = 0; i < 3; i++) {
		is_grabbing |= euler[i]->is_grabbing();
	}
	return is_grabbing;
}
void EditorPropertyQuaternion::update_property() {
	Quaternion val = get_edited_object()->get(get_edited_property());
	setting = true;
	spin[0]->set_value(val.x);
	spin[1]->set_value(val.y);
	spin[2]->set_value(val.z);
	spin[3]->set_value(val.w);
	if (!is_grabbing_euler()) {
		Vector3 v = val.normalized().get_euler();
		edit_euler.x = Math::rad_to_deg(v.x);
		edit_euler.y = Math::rad_to_deg(v.y);
		edit_euler.z = Math::rad_to_deg(v.z);
		euler[0]->set_value(edit_euler.x);
		euler[1]->set_value(edit_euler.y);
		euler[2]->set_value(edit_euler.z);
	}
	setting = false;
}
void EditorPropertyQuaternion::_warning_pressed() {