### 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 p_property;
}
bool Node::is_part_of_edited_scene() const {
	return Engine::get_singleton()->is_editor_hint() && is_inside_tree() && get_tree()->get_edited_scene_root() &&
			(get_tree()->get_edited_scene_root() == this || get_tree()->get_edited_scene_root()->is_ancestor_of(this));
}
#endif
void Node::get_storable_properties(HashSet<StringName> &r_storable_properties) const {
	ERR_THREAD_GUARD
	List<PropertyInfo> pi;
	get_property_list(&pi);
	for (List<PropertyInfo>::Element *E = pi.front(); E; E = E->next()) {
		if ((E->get().usage & PROPERTY_USAGE_STORAGE)) {
			r_storable_properties.insert(E->get().name);
		}
	}
}
String Node::to_string() {
	ERR_THREAD_GUARD_V(String());
	if (get_script_instance()) {
		bool valid;
		String ret = get_script_instance()->to_string(&valid);
		if (valid) {
			return ret;
		}
	}
	return (get_name() ? String(get_name()) + ":" : "") + Object::to_string();
}
void Node::set_scene_instance_state(const Ref<SceneState> &p_state) {