### 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)

rect.position.x += key->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
					}
					if (no_children) {
						text_size -= key->get_width() + 4 * EDSCALE;
					}
				}
				if (deletable) {
					Ref<Texture2D> close;
					close = get_theme_icon(SNAME("Close"), SNAME("EditorIcons"));
					rect.size.x -= close->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
					if (is_layout_rtl()) {
						rect.position.x += close->get_width() + get_theme_constant(SNAME("hseparator"), SNAME("Tree"));
					}
					if (no_children) {
						text_size -= close->get_width() + 4 * EDSCALE;
					}
				}
			}
			
			for (int i = 0; i < get_child_count(); i++) {
				Control *c = Object::cast_to<Control>(get_child(i));
				if (!c) {
					continue;
				}
				if (c->is_set_as_top_level()) {
					continue;
				}
				if (c == bottom_editor) {
					continue;
				}