### 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
String pf = p_function;
	if ((pf == "has_node" || pf == "get_node") && p_idx == 0) {
		_add_nodes_to_options(this, this, r_options);
	}
	Object::get_argument_options(p_function, p_idx, r_options);
}
void Node::clear_internal_tree_resource_paths() {
	clear_internal_resource_paths();
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->clear_internal_tree_resource_paths();
	}
}
PackedStringArray Node::get_configuration_warnings() const {
	ERR_THREAD_GUARD_V(PackedStringArray());
	PackedStringArray ret;
	Vector<String> warnings;
	if (GDVIRTUAL_CALL(_get_configuration_warnings, warnings)) {
		ret.append_array(warnings);
	}
	return ret;
}
String Node::get_configuration_warnings_as_string() const {