### 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
for (HashMap<StringName, Node *>::Iterator I = data.children.last(); I; --I) {
		I->value->_propagate_exit_tree();
	}
	data.blocked--;
	GDVIRTUAL_CALL(_exit_tree);
	emit_signal(SceneStringNames::get_singleton()->tree_exiting);
	notification(NOTIFICATION_EXIT_TREE, true);
	if (data.tree) {
		data.tree->node_removed(this);
	}
	if (data.parent) {
		Variant c = this;
		const Variant *cptr = &c;
		data.parent->emit_signalp(SNAME("child_exiting_tree"), &cptr, 1);
	}
	
	for (KeyValue<StringName, GroupData> &E : data.grouped) {
		data.tree->remove_from_group(E.key, this);
		E.value.group = nullptr;
	}
	data.viewport = nullptr;
	if (data.tree) {
		data.tree->tree_changed();
	}
	data.inside_tree = false;
	data.ready_notified = false;
	data.tree = nullptr;
	data.depth = -1;
}
void Node::move_child(Node *p_child, int p_index) {