### 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
orphan_node_count++;
}
Node::~Node() {
	data.grouped.clear();
	data.owned.clear();
	data.children.clear();
	data.children_cache.clear();
	ERR_FAIL_COND(data.parent);
	ERR_FAIL_COND(data.children_cache.size());
	orphan_node_count--;
}
////////////////////////////////
// Multithreaded locked version of Object functions.
#ifdef DEBUG_ENABLED
void Node::set_script(const Variant &p_script) {
	ERR_THREAD_GUARD;
	Object::set_script(p_script);
}
Variant Node::get_script() const {
	ERR_THREAD_GUARD_V(Variant());
	return Object::get_script();
}
bool Node::has_meta(const StringName &p_name) const {
	ERR_THREAD_GUARD_V(false);
	return Object::has_meta(p_name);
}
void Node::set_meta(const StringName &p_name, const Variant &p_value) {