### 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 ((this != p_original) && !(p_original->is_ancestor_of(this))) {
		return;
	}
	List<const Node *> process_list;
	process_list.push_back(this);
	while (!process_list.is_empty()) {
		const Node *n = process_list.front()->get();
		process_list.pop_front();
		List<Connection> conns;
		n->get_all_signal_connections(&conns);
		for (const Connection &E : conns) {
			if (E.flags & CONNECT_PERSIST) {
				//user connected
				NodePath p = p_original->get_path_to(n);
				Node *copy = p_copy->get_node(p);
				Node *target = Object::cast_to<Node>(E.callable.get_object());
				if (!target) {
					continue;
				}