### 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
ERR_THREAD_GUARD_V(TypedArray<Node>());
	TypedArray<Node> ret;
	ERR_FAIL_COND_V(p_pattern.is_empty() && p_type.is_empty(), ret);
	_update_children_cache();
	Node *const *cptr = data.children_cache.ptr();
	int ccount = data.children_cache.size();
	for (int i = 0; i < ccount; i++) {
		if (p_owned && !cptr[i]->data.owner) {
			continue;
		}
		if (p_pattern.is_empty() || cptr[i]->data.name.operator String().match(p_pattern)) {