### 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)

if (read_only) {
		return;
	}
	const Ref<InputEventMouseMotion> mm = p_ev;
	if (mm.is_valid()) {
		bool expand_was_hovered = expand_hovered;
		expand_hovered = expand_rect.has_point(mm->get_position());
		if (expand_hovered != expand_was_hovered) {
			queue_redraw();
		}
		if (!expand_hovered) {
			for (int i = 0; i < flag_rects.size(); i++) {
				if (flag_rects[i].has_point(mm->get_position())) {
					
					hovered_index = i;
					queue_redraw();
					return;
				}
			}
		}
		
		if (hovered_index != -1) {
			hovered_index = -1;
			queue_redraw();
		}