### 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
ERR_THREAD_GUARD_V(nullptr);
	if (p_path.is_empty()) {
		return nullptr;
	}
	ERR_FAIL_COND_V_MSG(!data.inside_tree && p_path.is_absolute(), nullptr, "Can't use get_node() with absolute paths from outside the active scene tree.");
	Node *current = nullptr;
	Node *root = nullptr;
	if (!p_path.is_absolute()) {
		current = const_cast<Node *>(this); 
	} else {
		root = const_cast<Node *>(this);
		while (root->data.parent) {
			root = root->data.parent; 
		}
	}
	for (int i = 0; i < p_path.get_name_count(); i++) {
		StringName name = p_path.get_name(i);
		Node *next = nullptr;
		if (name == SceneStringNames::get_singleton()->dot) { 
			next = current;
		} else if (name == SceneStringNames::get_singleton()->doubledot) { 
			if (current == nullptr || !current->data.parent) {
				return nullptr;
			}
			next = current->data.parent;
		} else if (current == nullptr) {
			if (name == root->get_name()) {
				next = root;
			}
		} else if (name.is_node_unique_name()) {