### 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)

}
EditorPropertyEasing::EditorPropertyEasing() {
	easing_draw = memnew(Control);
	easing_draw->connect("draw", callable_mp(this, &EditorPropertyEasing::_draw_easing));
	easing_draw->connect("gui_input", callable_mp(this, &EditorPropertyEasing::_drag_easing));
	easing_draw->set_default_cursor_shape(Control::CURSOR_MOVE);
	add_child(easing_draw);
	preset = memnew(PopupMenu);
	add_child(preset);
	preset->connect("id_pressed", callable_mp(this, &EditorPropertyEasing::_set_preset));
	spin = memnew(EditorSpinSlider);
	spin->set_flat(true);
	spin->set_min(-100);
	spin->set_max(100);
	spin->set_step(0);
	spin->set_hide_slider(true);
	spin->set_allow_lesser(true);
	spin->set_allow_greater(true);
	spin->connect("value_changed", callable_mp(this, &EditorPropertyEasing::_spin_value_changed));
	spin->get_line_edit()->connect("focus_exited", callable_mp(this, &EditorPropertyEasing::_spin_focus_exited));
	spin->hide();
	add_child(spin);
}
void EditorPropertyVector2::_set_read_only(bool p_read_only) {