### 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)

for (int child_idx = 0; child_idx < vbox->get_child_count(); child_idx++) {
				Control *editor_property = Object::cast_to<Control>(vbox->get_child(child_idx));
				
				if (editor_property && (editor_property->can_drop_data(Point2(), dd) || editor_property->call("_can_drop_data_fw", Point2(), dd, this))) {
					children_can_drop = true;
					break;
				}
			}
			dropping = children_can_drop;
			queue_redraw();
		} break;
		case NOTIFICATION_DRAG_END: {
			dropping = false;
			queue_redraw();
		} break;
		case NOTIFICATION_MOUSE_ENTER: {
			if (dropping) {
				dropping_unfold_timer->start();
			}
			queue_redraw();
		} break;
		case NOTIFICATION_MOUSE_EXIT: {
			if (dropping) {
				dropping_unfold_timer->stop();
			}
			queue_redraw();
		} break;
	}
}
Size2 EditorInspectorSection::get_minimum_size() const {