### 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
bool prev_can_process = _can_process(!p_enable);
	bool next_can_process = _can_process(p_enable);
	if (prev_can_process && !next_can_process) {
		notification(NOTIFICATION_PAUSED);
	} else if (!prev_can_process && next_can_process) {
		notification(NOTIFICATION_UNPAUSED);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_pause_notification(p_enable);
	}
}
Node::ProcessMode Node::get_process_mode() const {
	return data.process_mode;
}
void Node::_propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification) {
	data.process_owner = p_owner;
	if (p_pause_notification != 0) {
		notification(p_pause_notification);
	}
	if (p_enabled_notification != 0) {
		notification(p_enabled_notification);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		Node *c = K.value;
		if (c->data.process_mode == PROCESS_MODE_INHERIT) {
			c->_propagate_process_owner(p_owner, p_pause_notification, p_enabled_notification);
		}
	}
}
void Node::set_multiplayer_authority(int p_peer_id, bool p_recursive) {