### 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_FAIL_COND_MSG(data.blocked > 0, "Parent node is busy setting up children, `move_child()` failed. Consider using `move_child.call_deferred(child, index)` instead (or `popup.call_deferred()` if this is from a popup).");
	
	
	if (!p_ignore_end) { 
		if (p_child->data.internal_mode == INTERNAL_MODE_FRONT) {
			if (p_index == data.internal_children_front_count_cache) {
				p_index--;
			}
		} else if (p_child->data.internal_mode == INTERNAL_MODE_BACK) {
			if (p_index == (int)data.children_cache.size()) {
				p_index--;
			}
		} else {
			if (p_index == (int)data.children_cache.size() - data.internal_children_back_count_cache) {
				p_index--;
			}
		}
	}
	int child_index = p_child->get_index();
	if (child_index == p_index) {
		return; 
	}
	int motion_from = MIN(p_index, child_index);
	int motion_to = MAX(p_index, child_index);
	data.children_cache.remove_at(child_index);
	data.children_cache.insert(p_index, p_child);
	if (data.tree) {
		data.tree->tree_changed();