### Godot version

4.0.1-stable_mono_win64

### System information

Windows 10 19044

### Issue description

I'm writing a C# script and trying to use `FindChildren` in my `_Ready` method.

My scene is like this with a root node with the script attached:

![image](https://user-images.githubusercontent.com/8959496/228436785-897dbbf3-eca6-4b3e-940c-17ada4e305e8.png)

Calling `FindChildren("face_*")` is returning an empty array where I instead expect it to return a collection of the 6 nodes under `cube_rounded`.

If I call `FindChild("face_*")` instead it properly returns the `face_front` first node at the top of the tree, so the singular child function is working, but not the collection one.

`FindChildren("Pivot")` does find its immediate child, so it looks like maybe the `recursive` property is being ignored? Explicitly setting it to `true` changes nothing.

### Steps to reproduce

1. Install C# version of Godot
2. Setup a 3D scene of nodes (any type) with hierarchy:

- RigidBody3D (names not important here)
  - Pivot
    - cube_rounded
      - face_front
      - face_left
      - face_right
      - face_back
      - face_top
      - face_bottom

3. Create a new C# script on the root node inheriting from `Node3D`
4. Add `var test = FindChildren("face_*");` in the `_Ready()` method
5. set a breakpoint in Visual Studio and debug the project

See after executing the line that test is an empty array instead of the 6 expected nodes.

Repros in 4.0.0-stable as well (checked for new version and tried on 4.0.1 when I saw it had released, same issue).

### Minimal reproduction project

Minimal project with same structure above of just Node3D objects:

[FindChildrenRepro.zip](https://github.com/godotengine/godot/files/11097185/FindChildrenRepro.zip)

Setup to output in Console:

```
--- Debugging process started ---
Godot Engine v4.0.1.stable.mono.official.cacf49999 - https://godotengine.org
Vulkan API 1.3.205 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
 
Children Count: 0 expect 6
Can find child instead: True
```

Should see `Children Count: 6 expect 6` instead.

Included the call to `FindChild` which shows the exact same pattern working to find a child there, but the aggregate call with `FindChildren` fails.
ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Node::set_process_mode);
	ClassDB::bind_method(D_METHOD("get_process_mode"), &Node::get_process_mode);
	ClassDB::bind_method(D_METHOD("can_process"), &Node::can_process);
	ClassDB::bind_method(D_METHOD("set_process_thread_group", "mode"), &Node::set_process_thread_group);
	ClassDB::bind_method(D_METHOD("get_process_thread_group"), &Node::get_process_thread_group);
	ClassDB::bind_method(D_METHOD("set_process_thread_messages", "flags"), &Node::set_process_thread_messages);
	ClassDB::bind_method(D_METHOD("get_process_thread_messages"), &Node::get_process_thread_messages);
	ClassDB::bind_method(D_METHOD("set_process_thread_group_order", "order"), &Node::set_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("get_process_thread_group_order"), &Node::get_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("set_display_folded", "fold"), &Node::set_display_folded);
	ClassDB::bind_method(D_METHOD("is_displayed_folded"), &Node::is_displayed_folded);
	ClassDB::bind_method(D_METHOD("set_process_internal", "enable"), &Node::set_process_internal);
	ClassDB::bind_method(D_METHOD("is_processing_internal"), &Node::is_processing_internal);
	ClassDB::bind_method(D_METHOD("set_physics_process_internal", "enable"), &Node::set_physics_process_internal);
	ClassDB::bind_method(D_METHOD("is_physics_processing_internal"), &Node::is_physics_processing_internal);
	ClassDB::bind_method(D_METHOD("get_window"), &Node::get_window);
	ClassDB::bind_method(D_METHOD("get_last_exclusive_window"), &Node::get_last_exclusive_window);
	ClassDB::bind_method(D_METHOD("get_tree"), &Node::get_tree);
	ClassDB::bind_method(D_METHOD("create_tween"), &Node::create_tween);
	ClassDB::bind_method(D_METHOD("duplicate", "flags"), &Node::duplicate, DEFVAL(DUPLICATE_USE_INSTANTIATION | DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS));
	ClassDB::bind_method(D_METHOD("replace_by", "node", "keep_groups"), &Node::replace_by, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("set_scene_instance_load_placeholder", "load_placeholder"), &Node::set_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("get_scene_instance_load_placeholder"), &Node::get_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("set_editable_instance", "node", "is_editable"), &Node::set_editable_instance);
	ClassDB::bind_method(D_METHOD("is_editable_instance", "node"), &Node::is_editable_instance);
	ClassDB::bind_method(D_METHOD("get_viewport"), &Node::get_viewport);
	ClassDB::bind_method(D_METHOD("queue_free"), &Node::queue_free);
	ClassDB::bind_method(D_METHOD("request_ready"), &Node::request_ready);
	ClassDB::bind_method(D_METHOD("is_node_ready"), &Node::is_ready);
	ClassDB::bind_method(D_METHOD("set_multiplayer_authority", "id", "recursive"), &Node::set_multiplayer_authority, DEFVAL(true));