### 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
#ifdef TOOLS_ENABLED
	data.import_path = p_import_path;
#endif
}
NodePath Node::get_import_path() const {
#ifdef TOOLS_ENABLED
	return data.import_path;
#else
	return NodePath();
#endif
}
static void _add_nodes_to_options(const Node *p_base, const Node *p_node, List<String> *r_options) {
	if (p_node != p_base && !p_node->get_owner()) {
		return;
	}
	String n = p_base->get_path_to(p_node);
	r_options->push_back(n.quote());
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_add_nodes_to_options(p_base, p_node->get_child(i), r_options);
	}
}
void Node::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {