### 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)

ped->parse_category(object, p.name);
				_parse_added_editors(main_vbox, nullptr, ped);
			}
			continue;
		} else if (p.name.begins_with("metadata/_") || !(p.usage & PROPERTY_USAGE_EDITOR) || _is_property_disabled_by_feature_profile(p.name) || (restrict_to_basic && !(p.usage & PROPERTY_USAGE_EDITOR_BASIC_SETTING))) {
			
			continue;
		}
		if (p.name == "script") {
			
			category_vbox = nullptr;
		}
		if (p.usage & PROPERTY_USAGE_HIGH_END_GFX && RS::get_singleton()->is_low_end()) {
			
			continue;
		}
		if (p.name == "script" && (hide_script || bool(object->call("_hide_script_from_inspector")))) {
			
			continue;
		}
		if (p.name.begins_with("metadata/") && bool(object->call("_hide_metadata_from_inspector"))) {
			
			continue;
		}
		
		String path = p.name;
		
		String array_prefix = "";
		int array_index = -1;
		for (KeyValue<String, EditorInspectorArray *> &E : editor_inspector_array_per_prefix) {