### Godot version

4.1 dev

### System information

Win 10

### Issue description

Have a node and bunch of child nodes.
Some get _ready called, and some do not.

### Steps to reproduce

create a scene and bunch of child nodes with different sripts.

### Minimal reproduction project

n/a
if ((p_property.name == "process_thread_group_order" || p_property.name == "process_thread_messages") && data.process_thread_group == PROCESS_THREAD_GROUP_INHERIT) {
		p_property.usage = 0;
	}
}
void Node::input(const Ref<InputEvent> &p_event) {
}
void Node::shortcut_input(const Ref<InputEvent> &p_key_event) {
}
void Node::unhandled_input(const Ref<InputEvent> &p_event) {
}
void Node::unhandled_key_input(const Ref<InputEvent> &p_key_event) {
}
Variant Node::_call_deferred_thread_group_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (p_argcount < 1) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 0;
		return Variant();
	}
	if (p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::STRING_NAME;
		return Variant();
	}
	r_error.error = Callable::CallError::CALL_OK;
	StringName method = *p_args[0];
	call_deferred_thread_groupp(method, &p_args[1], p_argcount - 1, true);
	return Variant();
}
Variant Node::_call_thread_safe_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {