### 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)

can_pin = false;
	pin_hidden = true;
	if (read_only) {
		return;
	}
	if (Node *node = Object::cast_to<Node>(object)) {
		
		if (!node->get_owner()) {
			bool is_scene_root = false;
			for (int i = 0; i < EditorNode::get_singleton()->get_editor_data().get_edited_scene_count(); ++i) {
				if (EditorNode::get_singleton()->get_editor_data().get_edited_scene_root(i) == node) {
					is_scene_root = true;
					break;
				}
			}
			if (!is_scene_root) {
				return;
			}
		}
		if (!_is_value_potential_override(node, property)) {
			return;
		}
		pin_hidden = false;
		{
			HashSet<StringName> storable_properties;
			node->get_storable_properties(storable_properties);
			if (storable_properties.has(node->get_property_store_alias(property))) {
				can_pin = true;
			}