### 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)

Node *parent = get_parent();
	EditorProperty *parent_property = nullptr;
	while (parent && !parent_property) {
		parent_property = Object::cast_to<EditorProperty>(parent);
		parent = parent->get_parent();
	}
	if (parent_property) {
		EditorShaderPicker *shader_picker = Object::cast_to<EditorShaderPicker>(resource_picker);
		Object *ed_object = parent_property->get_edited_object();
		const StringName &ed_property = parent_property->get_edited_property();
		
		if ((Object::cast_to<GPUParticles2D>(ed_object) || Object::cast_to<GPUParticles3D>(ed_object)) && ed_property == SNAME("process_material")) {
			shader_picker->set_preferred_mode(Shader::MODE_PARTICLES);
		} else if (Object::cast_to<FogVolume>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_FOG);
		} else if (Object::cast_to<CanvasItem>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_CANVAS_ITEM);
		} else if (Object::cast_to<Node3D>(ed_object) || Object::cast_to<Mesh>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SPATIAL);
		} else if (Object::cast_to<Sky>(ed_object)) {
			shader_picker->set_preferred_mode(Shader::MODE_SKY);
		}
	}
}
void EditorPropertyResource::_viewport_selected(const NodePath &p_path) {