### 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
Node *n = Object::cast_to<Node>(p_obj);
	if (!n) {
		return;
	}
	if (n->is_inside_tree()) {
		return;
	}
	Node *p = n;
	while (p->get_parent()) {
		p = p->get_parent();
	}
	String path;
	if (p == n) {
		path = n->get_name();
	} else {
		path = String(p->get_name()) + "/" + p->get_path_to(n);
	}
	List<String> info_strings;
	info_strings.push_back(path);
	info_strings.push_back(n->get_class());
	_print_orphan_nodes_map[p_obj->get_instance_id()] = info_strings;
}
#endif // DEBUG_ENABLED
void Node::print_orphan_nodes() {