### 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)

for (List<PropertyInfo>::Element *E_property = plist.front(); E_property; E_property = E_property->next()) {
		PropertyInfo &p = E_property->get();
		if (p.usage & PROPERTY_USAGE_SUBGROUP) {
			
			subgroup = p.name;
			Vector<String> hint_parts = p.hint_string.split(",");
			subgroup_base = hint_parts[0];
			if (hint_parts.size() > 1) {
				section_depth = hint_parts[1].to_int();
			} else {
				section_depth = 0;
			}
			continue;
		} else if (p.usage & PROPERTY_USAGE_GROUP) {
			
			group = p.name;
			Vector<String> hint_parts = p.hint_string.split(",");
			group_base = hint_parts[0];
			if (hint_parts.size() > 1) {
				section_depth = hint_parts[1].to_int();
			} else {
				section_depth = 0;
			}
			subgroup = "";
			subgroup_base = "";
			continue;
		} else if (p.usage & PROPERTY_USAGE_CATEGORY) {
			
			group = "";
			group_base = "";