### Godot version

4.0 stable

### System information

Manjaro Linux using i3, Foward+

### Issue description

Whenever the tileset property of any tilemap node is like open in the editor like this:
![image](https://user-images.githubusercontent.com/13070158/223416376-be0d7bca-1af8-43ad-9f19-a22de0a5a3c6.png)

If I select any other node and then select the TileMap node again it will print this error:
![image](https://user-images.githubusercontent.com/13070158/223416512-abbf4d45-e6c8-4c5f-894a-9b5810bf0cc2.png)
` editor/editor_node.cpp:8152 - Condition "plugins_list.has(p_plugin)" is true.`

This seems to be actually true to any plugin or `EditorInspectorPlugin` that edits node. In my project I have a InspectorPlugin that adds some buttons in `_parse_begin` for a specific kind of node, and that node also has an exported custom resource, and whenever I select any of that Node and their resource is open for edit in the Inspector I get the same error.

### Steps to reproduce

- Create a TileMap node on any scene
- Create a new TileSet resource on the TileMap node
- click on the TileSet resource to edit it in place in the TileMap node
- Select any other node
- Select the TileMap node again.


### Minimal reproduction project

[plugin_error_resource_edit.zip](https://github.com/godotengine/godot/files/10909135/plugin_error_resource_edit.zip)

- Open main scene
- Select the TileMap node
- Click the tileset resource in the inspector
- Select the root node
- Select TileMap node again
current += Vector2(sign.y, 0);
					} else {
						current += Vector2(bool(current.y % 2) ^ (sign.x < 0) ? sign.x : 0, sign.y);
					}
					err -= err_step.x;
				} else {
					current += Vector2i(sign.x, 0);
					err += err_step.y;
				}
				points.push_back(TileMap::transform_coords_layout(transposed ? Vector2i(current.y, current.x) : current, tile_set->get_tile_offset_axis(), TileSet::TILE_LAYOUT_STACKED, tile_set->get_tile_layout()));
			}
		} else {
			Vector2i err_step = delta.abs();
			while (current != p_to_cell) {
				err += err_step.x;
				if (err > 0) {
					if (sign.x == 0) {
						current += Vector2(0, sign.y);
					} else {
						current += Vector2(bool(current.y % 2) ^ (sign.x < 0) ? sign.x : 0, sign.y);
					}
					err -= err_step.y;
				} else {
					if (sign.x == 0) {
						current += Vector2(0, sign.y);
					} else {
						current += Vector2(bool(current.y % 2) ^ (sign.x > 0) ? -sign.x : 0, sign.y);
					}
					err += err_step.y;
				}