### 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
get_tree()->_add_process_group(this);
}
void Node::_remove_process_group() {
	get_tree()->_remove_process_group(this);
}
void Node::_remove_from_process_thread_group() {
	get_tree()->_remove_node_from_process_group(this, data.process_thread_group_owner);
}
void Node::_add_to_process_thread_group() {
	get_tree()->_add_node_to_process_group(this, data.process_thread_group_owner);
}
void Node::_remove_tree_from_process_thread_group() {
	if (!is_inside_tree()) {
		return; 
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		if (K.value->data.process_thread_group != PROCESS_THREAD_GROUP_INHERIT) {
			continue;
		}
		K.value->_remove_tree_from_process_thread_group();
	}
	if (_is_any_processing()) {
		_remove_from_process_thread_group();
	}
}
void Node::_add_tree_to_process_thread_group(Node *p_owner) {