### 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 (current->data.owned_unique_nodes.size()) {
				
				Node **unique = current->data.owned_unique_nodes.getptr(name);
				if (!unique) {
					return nullptr;
				}
				next = *unique;
			} else if (current->data.owner) {
				Node **unique = current->data.owner->data.owned_unique_nodes.getptr(name);
				if (!unique) {
					return nullptr;
				}
				next = *unique;
			} else {
				return nullptr;
			}
		} else {
			next = nullptr;
			const Node *const *node = current->data.children.getptr(name);
			if (node) {
				next = const_cast<Node *>(*node);
			} else {
				return nullptr;
			}
		}
		current = next;
	}
	return current;
}
Node *Node::get_node(const NodePath &p_path) const {