### 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)

if (!scene_tree) {
		scene_tree = memnew(SceneTreeDialog);
		scene_tree->get_scene_tree()->set_show_enabled_subscene(true);
		scene_tree->get_scene_tree()->set_valid_types(valid_types);
		add_child(scene_tree);
		scene_tree->connect("selected", callable_mp(this, &EditorPropertyNodePath::_node_selected));
	}
	scene_tree->popup_scenetree_dialog();
}
void EditorPropertyNodePath::_node_clear() {
	if (pointer_mode) {
		emit_changed(_get_meta_pointer_property(), NodePath());
	} else {
		emit_changed(get_edited_property(), NodePath());
	}
	update_property();
}
bool EditorPropertyNodePath::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
	return !is_read_only() && is_drop_valid(p_data);
}
void EditorPropertyNodePath::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
	ERR_FAIL_COND(!is_drop_valid(p_data));
	Dictionary data_dict = p_data;
	Array nodes = data_dict["nodes"];
	Node *node = get_tree()->get_edited_scene_root()->get_node(nodes[0]);
	if (node) {
		_node_selected(node->get_path());
	}
}
bool EditorPropertyNodePath::is_drop_valid(const Dictionary &p_drag_data) const {