### 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)

if (this == p_self) {
		return;
	}
	Ref<Resource> res = get_edited_object()->get(get_edited_property());
	if (!res.is_valid()) {
		return;
	}
	bool use_editor = false;
	for (int i = 0; i < EditorNode::get_editor_data().get_editor_plugin_count(); i++) {
		EditorPlugin *ep = EditorNode::get_editor_data().get_editor_plugin(i);
		if (ep->handles(res.ptr())) {
			use_editor = true;
			break;
		}
	}
	if (!use_editor) {
		return;
	}
	opened_editor = false;
	bool unfolded = get_edited_object()->editor_is_section_unfolded(get_edited_property());
	if (unfolded) {
		
		resource_picker->set_toggle_pressed(false);
		get_edited_object()->editor_set_section_unfold(get_edited_property(), false);
		update_property();
	}
}
void EditorPropertyResource::_update_property_bg() {