### 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 (property == StringName()) {
		return; 
	}
	bool new_pinned = false;
	if (can_pin) {
		Node *node = Object::cast_to<Node>(object);
		CRASH_COND(!node);
		new_pinned = node->is_property_pinned(property);
	}
	Variant current = object->get(_get_revert_property());
	bool new_can_revert = EditorPropertyRevert::can_property_revert(object, property, &current) && !is_read_only();
	bool new_checked = checked;
	if (checkable) { 
		bool valid = false;
		Variant value = object->get(property, &valid);
		if (valid) {
			new_checked = value.get_type() != Variant::NIL;
		}
	}
	if (new_can_revert != can_revert || new_pinned != pinned || new_checked != checked) {
		if (new_can_revert != can_revert) {
			emit_signal(SNAME("property_can_revert_changed"), property, new_can_revert);
		}
		can_revert = new_can_revert;
		pinned = new_pinned;
		checked = new_checked;
		queue_redraw();
	}
}
bool EditorProperty::use_keying_next() const {