### 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
PackedStringArray warnings = get_configuration_warnings();
	String all_warnings;
	for (int i = 0; i < warnings.size(); i++) {
		if (i > 0) {
			all_warnings += "\n\n";
		}
		// Format as a bullet point list to make multiple warnings easier to distinguish
		// from each other.
		all_warnings += String::utf8("•  ") + warnings[i];
	}
	return all_warnings;
}
void Node::update_configuration_warnings() {
	ERR_THREAD_GUARD
#ifdef TOOLS_ENABLED
	if (!is_inside_tree()) {
		return;
	}
	if (get_tree()->get_edited_scene_root() && (get_tree()->get_edited_scene_root() == this || get_tree()->get_edited_scene_root()->is_ancestor_of(this))) {
		get_tree()->emit_signal(SceneStringNames::get_singleton()->node_configuration_warning_changed, this);
	}
#endif
}
bool Node::is_owned_by_parent() const {