### 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)

control_dropping->set_visible(vbox->is_visible_in_tree());
}
void EditorInspectorArray::_panel_draw(int p_index) {
	ERR_FAIL_INDEX(p_index, (int)array_elements.size());
	Ref<StyleBox> style = get_theme_stylebox(SNAME("Focus"), SNAME("EditorStyles"));
	if (!style.is_valid()) {
		return;
	}
	if (array_elements[p_index].panel->has_focus()) {
		array_elements[p_index].panel->draw_style_box(style, Rect2(Vector2(), array_elements[p_index].panel->get_size()));
	}
}
void EditorInspectorArray::_panel_gui_input(Ref<InputEvent> p_event, int p_index) {