### 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
	data.multiplayer_authority = p_peer_id;
	if (p_recursive) {
		for (KeyValue<StringName, Node *> &K : data.children) {
			K.value->set_multiplayer_authority(p_peer_id, true);
		}
	}
}
int Node::get_multiplayer_authority() const {
	return data.multiplayer_authority;
}
bool Node::is_multiplayer_authority() const {
	ERR_FAIL_COND_V(!is_inside_tree(), false);
	return get_multiplayer()->get_unique_id() == data.multiplayer_authority;
}
void Node::rpc_config(const StringName &p_method, const Variant &p_config) {
	ERR_THREAD_GUARD
	if (data.rpc_config.get_type() != Variant::DICTIONARY) {
		data.rpc_config = Dictionary();
	}
	Dictionary node_config = data.rpc_config;
	if (p_config.get_type() == Variant::NIL) {
		node_config.erase(p_method);
	} else {
		ERR_FAIL_COND(p_config.get_type() != Variant::DICTIONARY);
		node_config[p_method] = p_config;
	}
}
const Variant Node::get_node_rpc_config() const {