Failure to get NetworkIdentity of scene objects during OnDestroy

NetworkBehaviour can fail to find the NetworkIdentity on a disabled scene object, even when the same GameObject already has one.

Expected behavior:
- A NetworkBehaviour on a disabled GameObject should still resolve its same-object NetworkIdentity.
- Accessing NetIdentity should not log that the NetworkIdentity is missing when it exists.

--- Original GitHub issue (auto-fetched) ---
Title: Failure to get NetworkIdentity of scene objects during OnDestroy

Body:
I'm getting an error if one of my script is trying to access the NetworkIdentity of the same scene object while not connected to any server yet.
I suspect https://github.com/MirrorNG/MirrorNG/commit/266dc8d6f2a748483d88fc09991c9309716fc69a being the cause, since GetComponent should be able to grab the NI component.

Errors being "There is no NetworkIdentity on X. Please add one." (while there is one already) & the following NRE
``Mirror.NetworkBehaviour:get_NetIdentity() (at Library/PackageCache/com.mirrorng.mirrorng@47.0.0/Runtime/NetworkBehaviour.cs:153)``

**To Reproduce**
- Create a scene object with a Network Identity component
- Add a script which uses NetIdentity from its NetworkBehaviour to this scene object
- Play game, stop, get errors
