### 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
ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Node::set_process_mode);
	ClassDB::bind_method(D_METHOD("get_process_mode"), &Node::get_process_mode);
	ClassDB::bind_method(D_METHOD("can_process"), &Node::can_process);
	ClassDB::bind_method(D_METHOD("set_process_thread_group", "mode"), &Node::set_process_thread_group);
	ClassDB::bind_method(D_METHOD("get_process_thread_group"), &Node::get_process_thread_group);
	ClassDB::bind_method(D_METHOD("set_process_thread_messages", "flags"), &Node::set_process_thread_messages);
	ClassDB::bind_method(D_METHOD("get_process_thread_messages"), &Node::get_process_thread_messages);
	ClassDB::bind_method(D_METHOD("set_process_thread_group_order", "order"), &Node::set_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("get_process_thread_group_order"), &Node::get_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("set_display_folded", "fold"), &Node::set_display_folded);
	ClassDB::bind_method(D_METHOD("is_displayed_folded"), &Node::is_displayed_folded);
	ClassDB::bind_method(D_METHOD("set_process_internal", "enable"), &Node::set_process_internal);
	ClassDB::bind_method(D_METHOD("is_processing_internal"), &Node::is_processing_internal);
	ClassDB::bind_method(D_METHOD("set_physics_process_internal", "enable"), &Node::set_physics_process_internal);
	ClassDB::bind_method(D_METHOD("is_physics_processing_internal"), &Node::is_physics_processing_internal);
	ClassDB::bind_method(D_METHOD("get_window"), &Node::get_window);
	ClassDB::bind_method(D_METHOD("get_last_exclusive_window"), &Node::get_last_exclusive_window);
	ClassDB::bind_method(D_METHOD("get_tree"), &Node::get_tree);
	ClassDB::bind_method(D_METHOD("create_tween"), &Node::create_tween);
	ClassDB::bind_method(D_METHOD("duplicate", "flags"), &Node::duplicate, DEFVAL(DUPLICATE_USE_INSTANTIATION | DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS));
	ClassDB::bind_method(D_METHOD("replace_by", "node", "keep_groups"), &Node::replace_by, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("set_scene_instance_load_placeholder", "load_placeholder"), &Node::set_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("get_scene_instance_load_placeholder"), &Node::get_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("set_editable_instance", "node", "is_editable"), &Node::set_editable_instance);
	ClassDB::bind_method(D_METHOD("is_editable_instance", "node"), &Node::is_editable_instance);
	ClassDB::bind_method(D_METHOD("get_viewport"), &Node::get_viewport);
	ClassDB::bind_method(D_METHOD("queue_free"), &Node::queue_free);
	ClassDB::bind_method(D_METHOD("request_ready"), &Node::request_ready);
	ClassDB::bind_method(D_METHOD("is_node_ready"), &Node::is_ready);
	ClassDB::bind_method(D_METHOD("set_multiplayer_authority", "id", "recursive"), &Node::set_multiplayer_authority, DEFVAL(true));