### 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 (p_argcount < 2) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 2;
		return ERR_INVALID_PARAMETER;
	}
	if (p_args[0]->get_type() != Variant::INT) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::INT;
		return ERR_INVALID_PARAMETER;
	}
	Variant::Type type = p_args[1]->get_type();
	if (type != Variant::STRING_NAME && type != Variant::STRING) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 1;
		r_error.expected = Variant::STRING_NAME;
		return ERR_INVALID_PARAMETER;
	}
	int peer_id = *p_args[0];
	StringName method = (*p_args[1]).operator StringName();
	Error err = rpcp(peer_id, method, &p_args[2], p_argcount - 2);
	r_error.error = Callable::CallError::CALL_OK;
	return err;
}
Error Node::rpcp(int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount) {