### 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
ERR_THREAD_GUARD_V(0);
	_update_children_cache();
	if (p_include_internal) {
		return data.children_cache.size();
	} else {
		return data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache;
	}
}
Node *Node::get_child(int p_index, bool p_include_internal) const {
	ERR_THREAD_GUARD_V(nullptr);
	_update_children_cache();
	if (p_include_internal) {
		if (p_index < 0) {
			p_index += data.children_cache.size();
		}
		ERR_FAIL_INDEX_V(p_index, (int)data.children_cache.size(), nullptr);
		return data.children_cache[p_index];
	} else {
		if (p_index < 0) {
			p_index += (int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache;
		}
		ERR_FAIL_INDEX_V(p_index, (int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache, nullptr);
		p_index += data.internal_children_front_count_cache;
		return data.children_cache[p_index];
	}
}
TypedArray<Node> Node::get_children(bool p_include_internal) const {