### 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)

assign->set_disabled(p_read_only);
	clear->set_disabled(p_read_only);
};
String EditorPropertyNodePath::_get_meta_pointer_property() const {
	ERR_FAIL_COND_V(!pointer_mode, String());
	return SceneState::get_meta_pointer_property(get_edited_property());
}
Variant EditorPropertyNodePath::_get_cache_value(const StringName &p_prop, bool &r_valid) const {
	if (p_prop == get_edited_property()) {
		r_valid = true;
		return const_cast<EditorPropertyNodePath *>(this)->get_edited_object()->get(pointer_mode ? StringName(_get_meta_pointer_property()) : get_edited_property(), &r_valid);
	}
	return Variant();
}
StringName EditorPropertyNodePath::_get_revert_property() const {
	if (pointer_mode) {
		return _get_meta_pointer_property();
	} else {
		return get_edited_property();
	}
}
void EditorPropertyNodePath::_node_selected(const NodePath &p_path) {
	NodePath path = p_path;
	Node *base_node = nullptr;
	if (!use_path_from_scene_root) {