### 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
ERR_THREAD_GUARD_V(nullptr);
	Node *node = get_node(p_path);
	r_res = Ref<Resource>();
	r_leftover_subpath = Vector<StringName>();
	if (!node) {
		return nullptr;
	}
	if (p_path.get_subname_count()) {
		int j = 0;
		// If not p_last_is_property, we shouldn't consider the last one as part of the resource
		for (; j < p_path.get_subname_count() - (int)p_last_is_property; j++) {
			bool is_valid = false;
			Variant new_res_v = j == 0 ? node->get(p_path.get_subname(j), &is_valid) : r_res->get(p_path.get_subname(j), &is_valid);
			if (!is_valid) { // Found nothing on that path
				return nullptr;
			}
			Ref<Resource> new_res = new_res_v;
			if (new_res.is_null()) { // No longer a resource, assume property
				break;
			}
			r_res = new_res;
		}
		for (; j < p_path.get_subname_count(); j++) {
			// Put the rest of the subpath in the leftover path
			r_leftover_subpath.push_back(p_path.get_subname(j));
		}
	}
	return node;
}
void Node::_set_tree(SceneTree *p_tree) {