### 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)

return get_v_scroll();
}
void EditorInspector::set_use_wide_editors(bool p_enable) {
	wide_editors = p_enable;
}
void EditorInspector::_update_inspector_bg() {
	if (sub_inspector) {
		int count_subinspectors = 0;
		Node *n = get_parent();
		while (n) {
			EditorInspector *ei = Object::cast_to<EditorInspector>(n);
			if (ei && ei->sub_inspector) {
				count_subinspectors++;
			}
			n = n->get_parent();
		}
		count_subinspectors = MIN(15, count_subinspectors);
		add_theme_style_override("panel", get_theme_stylebox("sub_inspector_bg" + itos(count_subinspectors), SNAME("Editor")));
	} else {
		add_theme_style_override("panel", get_theme_stylebox(SNAME("panel"), SNAME("Tree")));
	}
}
void EditorInspector::set_sub_inspector(bool p_enable) {
	sub_inspector = p_enable;
	if (!is_inside_tree()) {
		return;
	}
	_update_inspector_bg();
}
void EditorInspector::set_use_deletable_properties(bool p_enabled) {