### 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 (p_argcount < 1) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 0;
		return Variant();
	}
	if (p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::STRING_NAME;
		return Variant();
	}
	r_error.error = Callable::CallError::CALL_OK;
	StringName method = *p_args[0];
	call_thread_safep(method, &p_args[1], p_argcount - 1, true);
	return Variant();
}
void Node::call_deferred_thread_groupp(const StringName &p_method, const Variant **p_args, int p_argcount, bool p_show_error) {
	ERR_FAIL_COND(!is_inside_tree());
	SceneTree::ProcessGroup *pg = (SceneTree::ProcessGroup *)data.process_group;
	pg->call_queue.push_callp(this, p_method, p_args, p_argcount, p_show_error);
}
void Node::set_deferred_thread_group(const StringName &p_property, const Variant &p_value) {
	ERR_FAIL_COND(!is_inside_tree());
	SceneTree::ProcessGroup *pg = (SceneTree::ProcessGroup *)data.process_group;
	pg->call_queue.push_set(this, p_property, p_value);
}
void Node::notify_deferred_thread_group(int p_notification) {