### 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)

subgroup = "";
			subgroup_base = "";
			section_depth = 0;
			if (!show_categories) {
				continue;
			}
			
			if (Object::cast_to<MultiNodeEdit>(object) && p.name == "MultiNodeEdit") {
				continue;
			}
			
			List<PropertyInfo>::Element *N = E_property->next();
			bool valid = true;
			while (N) {
				if (!N->get().name.begins_with("metadata/_") && N->get().usage & PROPERTY_USAGE_EDITOR && (!restrict_to_basic || (N->get().usage & PROPERTY_USAGE_EDITOR_BASIC_SETTING))) {
					break;
				}
				if (N->get().usage & PROPERTY_USAGE_CATEGORY) {
					valid = false;
					break;
				}
				N = N->next();
			}
			if (!valid) {
				continue; 
			}
			
			EditorInspectorCategory *category = memnew(EditorInspectorCategory);
			main_vbox->add_child(category);
			category_vbox = nullptr;