### 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)

undo_redo->add_do_method(this, "_edit_request_change", object, "");
			undo_redo->add_undo_method(this, "_edit_request_change", object, "");
		} else {
			undo_redo->add_do_method(this, "_edit_request_change", object, p_name);
			undo_redo->add_undo_method(this, "_edit_request_change", object, p_name);
		}
		Resource *r = Object::cast_to<Resource>(object);
		if (r) {
			if (String(p_name) == "resource_local_to_scene") {
				bool prev = object->get(p_name);
				bool next = p_value;
				if (next) {
					undo_redo->add_do_method(r, "setup_local_to_scene");
				}
				if (prev) {
					undo_redo->add_undo_method(r, "setup_local_to_scene");
				}
			}
		}
		undo_redo->add_do_method(this, "emit_signal", _prop_edited, p_name);
		undo_redo->add_undo_method(this, "emit_signal", _prop_edited, p_name);
		undo_redo->commit_action();
	}
	if (editor_property_map.has(p_name)) {
		for (EditorProperty *E : editor_property_map[p_name]) {
			E->update_editor_property_status();
		}
	}
}
void EditorInspector::_property_changed(const String &p_path, const Variant &p_value, const String &p_name, bool p_changing, bool p_update_all) {