### 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 current = get_edited_object()->get(get_edited_property());
	if (current.get_type() == Variant::NIL) {
		options->select(-1);
		return;
	}
	int64_t which = current;
	for (int i = 0; i < options->get_item_count(); i++) {
		if (which == (int64_t)options->get_item_metadata(i)) {
			options->select(i);
			return;
		}
	}
}
void EditorPropertyEnum::setup(const Vector<String> &p_options) {
	options->clear();
	int64_t current_val = 0;
	for (int i = 0; i < p_options.size(); i++) {
		Vector<String> text_split = p_options[i].split(":");
		if (text_split.size() != 1) {
			current_val = text_split[1].to_int();
		}
		options->add_item(text_split[0]);
		options->set_item_metadata(i, current_val);
		current_val += 1;
	}
}
void EditorPropertyEnum::set_option_button_clip(bool p_enable) {