### 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_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Moving child node positions inside the SceneTree is only allowed from the main thread. Use call_deferred(\"move_child\",child,index).");
	ERR_FAIL_NULL(p_child);
	ERR_FAIL_COND_MSG(p_child->data.parent != this, "Child is not a child of this node.");
	_update_children_cache();
	
	if (p_child->data.internal_mode == INTERNAL_MODE_FRONT) {
		if (p_index < 0) {
			p_index += data.internal_children_front_count_cache;
		}
		ERR_FAIL_INDEX_MSG(p_index, data.internal_children_front_count_cache, vformat("Invalid new child index: %d. Child is internal.", p_index));
		_move_child(p_child, p_index);
	} else if (p_child->data.internal_mode == INTERNAL_MODE_BACK) {
		if (p_index < 0) {
			p_index += data.internal_children_back_count_cache;
		}
		ERR_FAIL_INDEX_MSG(p_index, data.internal_children_back_count_cache, vformat("Invalid new child index: %d. Child is internal.", p_index));
		_move_child(p_child, (int)data.children_cache.size() - data.internal_children_back_count_cache + p_index);
	} else {
		if (p_index < 0) {
			p_index += get_child_count(false);
		}
		ERR_FAIL_INDEX_MSG(p_index, (int)data.children_cache.size() + 1 - data.internal_children_front_count_cache - data.internal_children_back_count_cache, vformat("Invalid new child index: %d.", p_index));
		_move_child(p_child, p_index + data.internal_children_front_count_cache);
	}
}
void Node::_move_child(Node *p_child, int p_index, bool p_ignore_end) {