### 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 (data.unhandled_key_input) {
				add_to_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
			}
			get_tree()->nodes_in_tree_count++;
			orphan_node_count--;
		} break;
		case NOTIFICATION_EXIT_TREE: {
			ERR_FAIL_NULL(get_viewport());
			ERR_FAIL_NULL(get_tree());
			get_tree()->nodes_in_tree_count--;
			orphan_node_count++;
			if (data.input) {
				remove_from_group("_vp_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.shortcut_input) {
				remove_from_group("_vp_shortcut_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.unhandled_input) {
				remove_from_group("_vp_unhandled_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.unhandled_key_input) {
				remove_from_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
			}
			
			if (_is_any_processing()) {
				_remove_from_process_thread_group();
			}
			
			if (data.process_thread_group_owner == this) {