### 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;
	Object::get_signal_connection_list(p_signal, p_connections);
}
void Node::get_all_signal_connections(List<Connection> *p_connections) const {
	ERR_THREAD_GUARD;
	Object::get_all_signal_connections(p_connections);
}
int Node::get_persistent_signal_connection_count() const {
	ERR_THREAD_GUARD_V(0);
	return Object::get_persistent_signal_connection_count();
}
void Node::get_signals_connected_to_this(List<Connection> *p_connections) const {
	ERR_THREAD_GUARD;
	Object::get_signals_connected_to_this(p_connections);
}
Error Node::connect(const StringName &p_signal, const Callable &p_callable, uint32_t p_flags) {
	ERR_THREAD_GUARD_V(ERR_INVALID_PARAMETER);
	return Object::connect(p_signal, p_callable, p_flags);
}
void Node::disconnect(const StringName &p_signal, const Callable &p_callable) {
	ERR_THREAD_GUARD;
	Object::disconnect(p_signal, p_callable);
}
bool Node::is_connected(const StringName &p_signal, const Callable &p_callable) const {
	ERR_THREAD_GUARD_V(false);
	return Object::is_connected(p_signal, p_callable);
}
#endif