### Godot version

4.0.1-stable_mono_win64

### System information

Windows 10 19044

### Issue description

I'm writing a C# script and trying to use `FindChildren` in my `_Ready` method.

My scene is like this with a root node with the script attached:

![image](https://user-images.githubusercontent.com/8959496/228436785-897dbbf3-eca6-4b3e-940c-17ada4e305e8.png)

Calling `FindChildren("face_*")` is returning an empty array where I instead expect it to return a collection of the 6 nodes under `cube_rounded`.

If I call `FindChild("face_*")` instead it properly returns the `face_front` first node at the top of the tree, so the singular child function is working, but not the collection one.

`FindChildren("Pivot")` does find its immediate child, so it looks like maybe the `recursive` property is being ignored? Explicitly setting it to `true` changes nothing.

### Steps to reproduce

1. Install C# version of Godot
2. Setup a 3D scene of nodes (any type) with hierarchy:

- RigidBody3D (names not important here)
  - Pivot
    - cube_rounded
      - face_front
      - face_left
      - face_right
      - face_back
      - face_top
      - face_bottom

3. Create a new C# script on the root node inheriting from `Node3D`
4. Add `var test = FindChildren("face_*");` in the `_Ready()` method
5. set a breakpoint in Visual Studio and debug the project

See after executing the line that test is an empty array instead of the 6 expected nodes.

Repros in 4.0.0-stable as well (checked for new version and tried on 4.0.1 when I saw it had released, same issue).

### Minimal reproduction project

Minimal project with same structure above of just Node3D objects:

[FindChildrenRepro.zip](https://github.com/godotengine/godot/files/11097185/FindChildrenRepro.zip)

Setup to output in Console:

```
--- Debugging process started ---
Godot Engine v4.0.1.stable.mono.official.cacf49999 - https://godotengine.org
Vulkan API 1.3.205 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
 
Children Count: 0 expect 6
Can find child instead: True
```

Should see `Children Count: 6 expect 6` instead.

Included the call to `FindChild` which shows the exact same pattern working to find a child there, but the aggregate call with `FindChildren` fails.
ClassDB::bind_method(D_METHOD("get_multiplayer_authority"), &Node::get_multiplayer_authority);
	ClassDB::bind_method(D_METHOD("is_multiplayer_authority"), &Node::is_multiplayer_authority);
	ClassDB::bind_method(D_METHOD("get_multiplayer"), &Node::get_multiplayer);
	ClassDB::bind_method(D_METHOD("rpc_config", "method", "config"), &Node::rpc_config);
	ClassDB::bind_method(D_METHOD("set_editor_description", "editor_description"), &Node::set_editor_description);
	ClassDB::bind_method(D_METHOD("get_editor_description"), &Node::get_editor_description);
	ClassDB::bind_method(D_METHOD("_set_import_path", "import_path"), &Node::set_import_path);
	ClassDB::bind_method(D_METHOD("_get_import_path"), &Node::get_import_path);
	ClassDB::bind_method(D_METHOD("set_unique_name_in_owner", "enable"), &Node::set_unique_name_in_owner);
	ClassDB::bind_method(D_METHOD("is_unique_name_in_owner"), &Node::is_unique_name_in_owner);
#ifdef TOOLS_ENABLED
	ClassDB::bind_method(D_METHOD("_set_property_pinned", "property", "pinned"), &Node::set_property_pinned);
#endif
	ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "_import_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_import_path", "_get_import_path");
	{
		MethodInfo mi;
		mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
		mi.name = "rpc";
		ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "rpc", &Node::_rpc_bind, mi);
		mi.arguments.push_front(PropertyInfo(Variant::INT, "peer_id"));
		mi.name = "rpc_id";
		ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "rpc_id", &Node::_rpc_id_bind, mi);
	}
	ClassDB::bind_method(D_METHOD("update_configuration_warnings"), &Node::update_configuration_warnings);
	{
		MethodInfo mi;
		mi.name = "call_deferred_thread_group";
		mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
		ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_deferred_thread_group", &Node::_call_deferred_thread_group_bind, mi, varray(), false);
	}