### 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
ClassDB::bind_method(D_METHOD("set_deferred_thread_group", "property", "value"), &Node::set_deferred_thread_group);
	ClassDB::bind_method(D_METHOD("notify_deferred_thread_group", "what"), &Node::notify_deferred_thread_group);
	{
		MethodInfo mi;
		mi.name = "call_thread_safe";
		mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
		ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_thread_safe", &Node::_call_thread_safe_bind, mi, varray(), false);
	}
	ClassDB::bind_method(D_METHOD("set_thread_safe", "property", "value"), &Node::set_thread_safe);
	ClassDB::bind_method(D_METHOD("notify_thread_safe", "what"), &Node::notify_thread_safe);
	BIND_CONSTANT(NOTIFICATION_ENTER_TREE);
	BIND_CONSTANT(NOTIFICATION_EXIT_TREE);
	BIND_CONSTANT(NOTIFICATION_MOVED_IN_PARENT);
	BIND_CONSTANT(NOTIFICATION_READY);
	BIND_CONSTANT(NOTIFICATION_PAUSED);
	BIND_CONSTANT(NOTIFICATION_UNPAUSED);
	BIND_CONSTANT(NOTIFICATION_PHYSICS_PROCESS);
	BIND_CONSTANT(NOTIFICATION_PROCESS);
	BIND_CONSTANT(NOTIFICATION_PARENTED);
	BIND_CONSTANT(NOTIFICATION_UNPARENTED);
	BIND_CONSTANT(NOTIFICATION_SCENE_INSTANTIATED);
	BIND_CONSTANT(NOTIFICATION_DRAG_BEGIN);
	BIND_CONSTANT(NOTIFICATION_DRAG_END);
	BIND_CONSTANT(NOTIFICATION_PATH_RENAMED);
	BIND_CONSTANT(NOTIFICATION_CHILD_ORDER_CHANGED);
	BIND_CONSTANT(NOTIFICATION_INTERNAL_PROCESS);
	BIND_CONSTANT(NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
	BIND_CONSTANT(NOTIFICATION_POST_ENTER_TREE);
	BIND_CONSTANT(NOTIFICATION_DISABLED);
	BIND_CONSTANT(NOTIFICATION_ENABLED);