### Godot version

4.0.1-stable_mono_win64

### System information

Windows 10 19044

### Issue description

I'm writing a C# script and trying to use `FindChildren` in my `_Ready` method.

My scene is like this with a root node with the script attached:

![image](https://user-images.githubusercontent.com/8959496/228436785-897dbbf3-eca6-4b3e-940c-17ada4e305e8.png)

Calling `FindChildren("face_*")` is returning an empty array where I instead expect it to return a collection of the 6 nodes under `cube_rounded`.

If I call `FindChild("face_*")` instead it properly returns the `face_front` first node at the top of the tree, so the singular child function is working, but not the collection one.

`FindChildren("Pivot")` does find its immediate child, so it looks like maybe the `recursive` property is being ignored? Explicitly setting it to `true` changes nothing.

### Steps to reproduce

1. Install C# version of Godot
2. Setup a 3D scene of nodes (any type) with hierarchy:

- RigidBody3D (names not important here)
  - Pivot
    - cube_rounded
      - face_front
      - face_left
      - face_right
      - face_back
      - face_top
      - face_bottom

3. Create a new C# script on the root node inheriting from `Node3D`
4. Add `var test = FindChildren("face_*");` in the `_Ready()` method
5. set a breakpoint in Visual Studio and debug the project

See after executing the line that test is an empty array instead of the 6 expected nodes.

Repros in 4.0.0-stable as well (checked for new version and tried on 4.0.1 when I saw it had released, same issue).

### Minimal reproduction project

Minimal project with same structure above of just Node3D objects:

[FindChildrenRepro.zip](https://github.com/godotengine/godot/files/11097185/FindChildrenRepro.zip)

Setup to output in Console:

```
--- Debugging process started ---
Godot Engine v4.0.1.stable.mono.official.cacf49999 - https://godotengine.org
Vulkan API 1.3.205 - Forward Mobile - Using Vulkan Device #0: NVIDIA - NVIDIA GeForce GTX 1080
 
Children Count: 0 expect 6
Can find child instead: True
```

Should see `Children Count: 6 expect 6` instead.

Included the call to `FindChild` which shows the exact same pattern working to find a child there, but the aggregate call with `FindChildren` fails.
return data.scene_file_path;
}
void Node::set_editor_description(const String &p_editor_description) {
	ERR_THREAD_GUARD
	if (data.editor_description == p_editor_description) {
		return;
	}
	data.editor_description = p_editor_description;
	if (Engine::get_singleton()->is_editor_hint() && is_inside_tree()) {
		// Update tree so the tooltip in the Scene tree dock is also updated in the editor.
		get_tree()->tree_changed();
	}
}
String Node::get_editor_description() const {
	return data.editor_description;
}
void Node::set_editable_instance(Node *p_node, bool p_editable) {
	ERR_THREAD_GUARD
	ERR_FAIL_NULL(p_node);
	ERR_FAIL_COND(!is_ancestor_of(p_node));
	if (!p_editable) {
		p_node->data.editable_instance = false;
		// Avoid this flag being needlessly saved;
		// also give more visual feedback if editable children are re-enabled
		set_display_folded(false);
	} else {
		p_node->data.editable_instance = true;
	}
}
bool Node::is_editable_instance(const Node *p_node) const {