### 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)

break;
			}
			Ref<Texture2D> arrow = get_theme_icon(SNAME("arrow"), SNAME("Tree"));
			ERR_FAIL_COND(arrow.is_null());
			Color arrow_color = get_theme_color(SNAME("highlight_color"), SNAME("Editor"));
			arrow_color.a = expand_hovered ? 1.0 : 0.6;
			arrow_pos.x += 2.0;
			arrow_pos.y -= arrow->get_height();
			Rect2 arrow_draw_rect(arrow_pos, arrow->get_size());
			expand_rect = arrow_draw_rect;
			if (expanded) {
				arrow_draw_rect.size.y *= -1.0; 
			}
			RID ci = get_canvas_item();
			arrow->draw_rect(ci, arrow_draw_rect, false, arrow_color);
		} break;
		case NOTIFICATION_MOUSE_EXIT: {
			if (expand_hovered) {
				expand_hovered = false;
				queue_redraw();
			}
			if (hovered_index != -1) {
				hovered_index = -1;
				queue_redraw();
			}
		} break;
	}
}
void EditorPropertyLayersGrid::set_flag(uint32_t p_flag) {