### 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
switch (GLOBAL_GET("editor/naming/node_name_casing").operator int()) {
		case NAME_CASING_PASCAL_CASE:
			return p_name.to_pascal_case();
		case NAME_CASING_CAMEL_CASE:
			return p_name.to_camel_case();
		case NAME_CASING_SNAKE_CASE:
			return p_name.to_snake_case();
	}
	return p_name;
}
void Node::_validate_child_name(Node *p_child, bool p_force_human_readable) {
	
	if (p_force_human_readable) {
		
		StringName name = p_child->data.name;
		_generate_serial_child_name(p_child, name);
		p_child->data.name = name;
	} else {
		
		
		bool unique = true;
		if (p_child->data.name == StringName()) {
			
			unique = false;
		} else {
			const Node *const *existing = data.children.getptr(p_child->data.name);
			unique = !existing || *existing == p_child;