### 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)

case LAYER_PHYSICS_3D: {
			basename = "layer_names/3d_physics";
			layer_group_size = 4;
			layer_count = 32;
		} break;
		case LAYER_NAVIGATION_3D: {
			basename = "layer_names/3d_navigation";
			layer_group_size = 4;
			layer_count = 32;
		} break;
	}
	Vector<String> names;
	Vector<String> tooltips;
	for (int i = 0; i < layer_count; i++) {
		String name;
		if (ProjectSettings::get_singleton()->has_setting(basename + vformat("/layer_%d", i + 1))) {
			name = GLOBAL_GET(basename + vformat("/layer_%d", i + 1));
		}
		if (name.is_empty()) {
			name = vformat(TTR("Layer %d"), i + 1);
		}
		names.push_back(name);
		tooltips.push_back(name + "\n" + vformat(TTR("Bit %d, value %d"), i, 1 << i));
	}
	grid->names = names;
	grid->tooltips = tooltips;
	grid->layer_group_size = layer_group_size;
	grid->layer_count = layer_count;
}
void EditorPropertyLayers::set_layer_name(int p_index, const String &p_name) {