### 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)

String feature_tag;
		{
			const int dot = name_override.find(".");
			if (dot != -1) {
				feature_tag = name_override.substr(dot);
				name_override = name_override.substr(0, dot);
			}
		}
		
		EditorPropertyNameProcessor::Style name_style = property_name_style;
		if ((p.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) && name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
			name_style = EditorPropertyNameProcessor::STYLE_CAPITALIZED;
		}
		const String property_label_string = EditorPropertyNameProcessor::get_singleton()->process_name(name_override, name_style) + feature_tag;
		
		int idx = path.rfind("/");
		if (idx > -1) {
			path = path.left(idx);
		} else {
			path = "";
		}
		
		if (use_filter && !filter.is_empty()) {
			const String property_path = property_prefix + (path.is_empty() ? "" : path + "/") + name_override;
			if (!_property_path_matches(property_path, filter, property_name_style)) {
				continue;
			}
		}
		
		if (category_vbox == nullptr) {