### 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_FAIL_NULL(data.owner); 
	StringName key = StringName(UNIQUE_NODE_PREFIX + data.name.operator String());
	Node **which = data.owner->data.owned_unique_nodes.getptr(key);
	if (which != nullptr && *which != this) {
		String which_path = is_inside_tree() ? (*which)->get_path() : data.owner->get_path_to(*which);
		WARN_PRINT(vformat(RTR("Setting node name '%s' to be unique within scene for '%s', but it's already claimed by '%s'.\n'%s' is no longer set as having a unique name."),
				get_name(), is_inside_tree() ? get_path() : data.owner->get_path_to(this), which_path, which_path));
		data.unique_name_in_owner = false;
		return;
	}
	data.owner->data.owned_unique_nodes[key] = this;
}
void Node::set_unique_name_in_owner(bool p_enabled) {
	ERR_MAIN_THREAD_GUARD
	if (data.unique_name_in_owner == p_enabled) {
		return;
	}
	if (data.unique_name_in_owner && data.owner != nullptr) {
		_release_unique_name_in_owner();
	}
	data.unique_name_in_owner = p_enabled;
	if (data.unique_name_in_owner && data.owner != nullptr) {
		_acquire_unique_name_in_owner();
	}
	update_configuration_warnings();
}
bool Node::is_unique_name_in_owner() const {