### 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
SceneTree *tree_changed_a = nullptr;
	SceneTree *tree_changed_b = nullptr;
	//ERR_FAIL_COND(p_scene && data.parent && !data.parent->data.scene); //nobug if both are null
	if (data.tree) {
		_propagate_exit_tree();
		tree_changed_a = data.tree;
	}
	data.tree = p_tree;
	if (data.tree) {
		_propagate_enter_tree();
		if (!data.parent || data.parent->data.ready_notified) { // No parent (root) or parent ready
			_propagate_ready(); //reverse_notification(NOTIFICATION_READY);
		}
		tree_changed_b = data.tree;
	}
	if (tree_changed_a) {
		tree_changed_a->tree_changed();
	}
	if (tree_changed_b) {
		tree_changed_b->tree_changed();
	}
}
#ifdef DEBUG_ENABLED
static HashMap<ObjectID, List<String>> _print_orphan_nodes_map;
static void _print_orphan_nodes_routine(Object *p_obj) {