### 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
return data.name;
}
void Node::_set_name_nocheck(const StringName &p_name) {
	data.name = p_name;
}
void Node::set_name(const String &p_name) {
	ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Changing the name to nodes inside the SceneTree is only allowed from the main thread. Use call_deferred(\"set_name\",new_name).");
	String name = p_name.validate_node_name();
	ERR_FAIL_COND(name.is_empty());
	if (data.unique_name_in_owner && data.owner) {
		_release_unique_name_in_owner();
	}
	String old_name = data.name;
	data.name = name;
	if (data.parent) {
		data.parent->data.children.erase(old_name);
		data.parent->_validate_child_name(this, true);
		data.parent->data.children.insert(data.name, this);
	}
	if (data.unique_name_in_owner && data.owner) {
		_acquire_unique_name_in_owner();
	}
	propagate_notification(NOTIFICATION_PATH_RENAMED);
	if (is_inside_tree()) {
		emit_signal(SNAME("renamed"));
		get_tree()->node_renamed(this);
		get_tree()->tree_changed();
	}
}
String Node::get_description() const {