### 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
if (data.owner == p_by) {
		p_owned->push_back(this);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->get_owned_by(p_by, p_owned);
	}
}
void Node::_set_owner_nocheck(Node *p_owner) {
	if (data.owner == p_owner) {
		return;
	}
	ERR_FAIL_COND(data.owner);
	data.owner = p_owner;
	data.owner->data.owned.push_back(this);
	data.OW = data.owner->data.owned.back();
	owner_changed_notify();
}
void Node::_release_unique_name_in_owner() {
	ERR_FAIL_NULL(data.owner); 
	StringName key = StringName(UNIQUE_NODE_PREFIX + data.name.operator String());
	Node **which = data.owner->data.owned_unique_nodes.getptr(key);
	if (which == nullptr || *which != this) {
		return; 
	}
	data.owner->data.owned_unique_nodes.erase(key);
}
void Node::_acquire_unique_name_in_owner() {