### 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.
}
	if (implicit_initializer) {
		for (const Variant &V : implicit_initializer->constants) {
			GDScript *scr = _get_gdscript_from_variant(V);
			if (scr != nullptr && scr != p_except) {
				scr->_get_dependencies(p_dependencies, p_except);
			}
		}
	}
	if (implicit_ready) {
		for (const Variant &V : implicit_ready->constants) {
			GDScript *scr = _get_gdscript_from_variant(V);
			if (scr != nullptr && scr != p_except) {
				scr->_get_dependencies(p_dependencies, p_except);
			}
		}
	}
	for (KeyValue<StringName, Ref<GDScript>> &E : subclasses) {
		if (E.value != p_except) {
			E.value->_get_dependencies(p_dependencies, p_except);
		}
	}
	for (const KeyValue<StringName, Variant> &E : constants) {
		GDScript *scr = _get_gdscript_from_variant(E.value);
		if (scr != nullptr && scr != p_except) {
			scr->_get_dependencies(p_dependencies, p_except);
		}
	}
}
GDScript::GDScript() :