### 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
List<PropertyInfo> props;
	p_resource->get_property_list(&props);
	for (const PropertyInfo &E : props) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		Variant v = p_resource->get(E.name);
		if (v.is_ref_counted()) {
			Ref<Resource> res = v;
			if (res.is_valid()) {
				if (p_resource_remap.has(res)) {
					p_resource->set(E.name, p_resource_remap[res]);
					remap_nested_resources(res, p_resource_remap);
				}
			}
		}
	}
}
#endif
// Duplication of signals must happen after all the node descendants have been copied,
// because re-targeting of connections from some descendant to another is not possible
// if the emitter node comes later in tree order than the receiver
void Node::_duplicate_signals(const Node *p_original, Node *p_copy) const {