### 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<InputEventMouse> me = p_event;
	if (me.is_valid()) {
		Vector2 mpos = me->get_position();
		if (is_layout_rtl()) {
			mpos.x = get_size().x - mpos.x;
		}
		bool button_left = (me->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE;
		bool new_keying_hover = keying_rect.has_point(mpos) && !button_left;
		if (new_keying_hover != keying_hover) {
			keying_hover = new_keying_hover;
			queue_redraw();
		}
		bool new_delete_hover = delete_rect.has_point(mpos) && !button_left;
		if (new_delete_hover != delete_hover) {
			delete_hover = new_delete_hover;
			queue_redraw();
		}
		bool new_revert_hover = revert_rect.has_point(mpos) && !button_left;
		if (new_revert_hover != revert_hover) {
			revert_hover = new_revert_hover;
			queue_redraw();
		}
		bool new_check_hover = check_rect.has_point(mpos) && !button_left;
		if (new_check_hover != check_hover) {
			check_hover = new_check_hover;
			queue_redraw();
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::LEFT) {