### 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_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_shortcut_input, p_event);
	}
	if (!is_inside_tree() || !get_viewport() || get_viewport()->is_input_handled()) {
		return;
	}
	shortcut_input(p_event);
}
void Node::_call_unhandled_input(const Ref<InputEvent> &p_event) {
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_unhandled_input, p_event);
	}
	if (!is_inside_tree() || !get_viewport() || get_viewport()->is_input_handled()) {
		return;
	}
	unhandled_input(p_event);
}
void Node::_call_unhandled_key_input(const Ref<InputEvent> &p_event) {
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_unhandled_key_input, p_event);
	}
	if (!is_inside_tree() || !get_viewport() || get_viewport()->is_input_handled()) {
		return;
	}
	unhandled_key_input(p_event);
}
void Node::_validate_property(PropertyInfo &p_property) const {