### Godot version

4.0.1-stable_mono_win64

### System information

Windows 10 19044

### Issue description

I'm writing a C# script and trying to use `FindChildren` in my `_Ready` method.

My scene is like this with a root node with the script attached:

![image](https://user-images.githubusercontent.com/8959496/228436785-897dbbf3-eca6-4b3e-940c-17ada4e305e8.png)

Calling `FindChildren("face_*")` is returning an empty array where I instead expect it to return a collection of the 6 nodes under `cube_rounded`.

If I call `FindChild("face_*")` instead it properly returns the `face_front` first node at the top of the tree, so the singular child function is working, but not the collection one.

`FindChildren("Pivot")` does find its immediate child, so it looks like maybe the `recursive` property is being ignored? Explicitly setting it to `true` changes nothing.

### Steps to reproduce

1. Install C# version of Godot
2. Setup a 3D scene of nodes (any type) with hierarchy:

- RigidBody3D (names not important here)
  - Pivot
    - cube_rounded
      - face_front
      - face_left
      - face_right
      - face_back
      - face_top
      - face_bottom

3. Create a new C# script on the root node inheriting from `Node3D`
4. Add `var test = FindChildren("face_*");` in the `_Ready()` method
5. set a breakpoint in Visual Studio and debug the project

See after executing the line that test is an empty array instead of the 6 expected nodes.

Repros in 4.0.0-stable as well (checked for new version and tried on 4.0.1 when I saw it had released, same issue).

### Minimal reproduction project

Minimal project with same structure above of just Node3D objects:

[FindChildrenRepro.zip](https://github.com/godotengine/godot/files/11097185/FindChildrenRepro.zip)

Setup to output in Console:

```
--- Debugging process started ---
Godot Engine v4.0.1.stable.mono.official.cacf49999 - https://godotengine.org
Vulkan API 1.3.205 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
 
Children Count: 0 expect 6
Can find child instead: True
```

Should see `Children Count: 6 expect 6` instead.

Included the call to `FindChild` which shows the exact same pattern working to find a child there, but the aggregate call with `FindChildren` fails.
}
	if (!get_scene_file_path().is_empty()) { //an instance
		node->set_scene_file_path(get_scene_file_path());
		node->data.editable_instance = data.editable_instance;
	}
	StringName script_property_name = CoreStringNames::get_singleton()->_script;
	List<const Node *> hidden_roots;
	List<const Node *> node_tree;
	node_tree.push_front(this);
	if (instantiated) {
		// Since nodes in the instantiated hierarchy won't be duplicated explicitly, we need to make an inventory
		// of all the nodes in the tree of the instantiated scene in order to transfer the values of the properties
		Vector<const Node *> instance_roots;
		instance_roots.push_back(this);
		for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
			for (int i = 0; i < N->get()->get_child_count(); ++i) {
				Node *descendant = N->get()->get_child(i);
				// Skip nodes not really belonging to the instantiated hierarchy; they'll be processed normally later
				// but remember non-instantiated nodes that are hidden below instantiated ones
				if (!instance_roots.has(descendant->get_owner())) {
					if (descendant->get_parent() && descendant->get_parent() != this && descendant->data.owner != descendant->get_parent()) {
						hidden_roots.push_back(descendant);
					}
					continue;
				}
				node_tree.push_back(descendant);
				if (!descendant->get_scene_file_path().is_empty() && instance_roots.has(descendant->get_owner())) {
					instance_roots.push_back(descendant);
				}
			}