### Godot version

4.0-rc1

### System information

Windows 10

### Issue description

The code: `@export @onready var camera_system : Node3D`

Is throwing: `Line 5:The "@onready" annotation will make the default value to be set after the "@export" takes effect and will override it. (Warning treated as error.)` and is crashing the game.

Unchecking "Treat Warning as Errors" seems to have no effect:

![imagen](https://user-images.githubusercontent.com/248383/217900756-8e214c40-68fb-4fb2-8509-a1e689725930.png)

![imagen](https://user-images.githubusercontent.com/248383/217901253-3b758ebc-48e9-40fe-8d77-16fce7cbae88.png)


### Steps to reproduce

- Write `@export @onready var some_var : Node3D`
- In Project Settings, uncheck `Treat Warning as Errors`
- Try to run the project, a `Parser Error` will be thrown.

### Minimal reproduction project

It's as simple as adding one line of code, so I'm not sure a MRP is needed.
#ifdef TOOLS_ENABLED
	static Vector<GDScript *> base_caches;
	if (!p_recursive_call) {
		base_caches.clear();
	}
	base_caches.append(this);
	bool changed = false;
	if (source_changed_cache) {
		source_changed_cache = false;
		changed = true;
		String basedir = path;
		if (basedir.is_empty()) {
			basedir = get_path();
		}
		if (!basedir.is_empty()) {
			basedir = basedir.get_base_dir();
		}
		GDScriptParser parser;
		GDScriptAnalyzer analyzer(&parser);
		Error err = parser.parse(source, path, false);
		if (err == OK && analyzer.analyze() == OK) {
			const GDScriptParser::ClassNode *c = parser.get_tree();
			if (base_cache.is_valid()) {
				base_cache->inheriters_cache.erase(get_instance_id());
				base_cache = Ref<GDScript>();
			}
			GDScriptParser::DataType base_type = parser.get_tree()->base_type;