### 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
}
	data.blocked++;
	
	for (int i = motion_from; i <= motion_to; i++) {
		if (data.children_cache[i]->data.internal_mode == INTERNAL_MODE_DISABLED) {
			data.children_cache[i]->data.index = i - data.internal_children_front_count_cache;
		} else if (data.children_cache[i]->data.internal_mode == INTERNAL_MODE_BACK) {
			data.children_cache[i]->data.index = i - data.internal_children_front_count_cache - data.external_children_count_cache;
		} else {
			data.children_cache[i]->data.index = i;
		}
	}
	
	move_child_notify(p_child);
	notification(NOTIFICATION_CHILD_ORDER_CHANGED);
	emit_signal(SNAME("child_order_changed"));
	p_child->_propagate_groups_dirty();
	data.blocked--;
}
void Node::_propagate_groups_dirty() {
	for (const KeyValue<StringName, GroupData> &E : data.grouped) {
		if (E.value.group) {
			E.value.group->changed = true;
		}
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_groups_dirty();
	}
}
void Node::add_child_notify(Node *p_child) {