### 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
	data.blocked++;
	notification(p_notification);
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->propagate_notification(p_notification);
	}
	data.blocked--;
}
void Node::propagate_call(const StringName &p_method, const Array &p_args, const bool p_parent_first) {
	ERR_THREAD_GUARD
	data.blocked++;
	if (p_parent_first && has_method(p_method)) {
		callv(p_method, p_args);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->propagate_call(p_method, p_args, p_parent_first);
	}
	if (!p_parent_first && has_method(p_method)) {
		callv(p_method, p_args);
	}
	data.blocked--;
}
void Node::_propagate_replace_owner(Node *p_owner, Node *p_by_owner) {