### 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)

Node *to_node = get_node(p_path);
	if (!Object::cast_to<Viewport>(to_node)) {
		EditorNode::get_singleton()->show_warning(TTR("Selected node is not a Viewport!"));
		return;
	}
	Ref<ViewportTexture> vt;
	vt.instantiate();
	vt->set_viewport_path_in_scene(get_tree()->get_edited_scene_root()->get_path_to(to_node));
	vt->setup_local_to_scene();
	emit_changed(get_edited_property(), vt);
	update_property();
}
void EditorPropertyResource::setup(Object *p_object, const String &p_path, const String &p_base_type) {
	if (resource_picker) {
		memdelete(resource_picker);
		resource_picker = nullptr;