### 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)

EditorPropertyRangeHint hint;
	hint.step = p_default_step;
	Vector<String> slices = p_hint_text.split(",");
	if (p_hint == PROPERTY_HINT_RANGE) {
		ERR_FAIL_COND_V_MSG(slices.size() < 2, hint,
				vformat("Invalid PROPERTY_HINT_RANGE with hint \"%s\": Missing required min and/or max values.", p_hint_text));
		hint.or_greater = false; 
		hint.or_less = false;
		hint.min = slices[0].to_float();
		hint.max = slices[1].to_float();
		if (slices.size() >= 3 && slices[2].is_valid_float()) {
			
			hint.step = slices[2].to_float();
		}
		hint.hide_slider = false;
		for (int i = 2; i < slices.size(); i++) {
			String slice = slices[i].strip_edges();
			if (slice == "or_greater") {
				hint.or_greater = true;
			} else if (slice == "or_less") {
				hint.or_less = true;
			} else if (slice == "hide_slider") {
				hint.hide_slider = true;