### 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.
ArrayNode *array = alloc_node<ArrayNode>();
	if (!check(GDScriptTokenizer::Token::BRACKET_CLOSE)) {
		do {
			if (check(GDScriptTokenizer::Token::BRACKET_CLOSE)) {
				
				break;
			}
			ExpressionNode *element = parse_expression(false);
			if (element == nullptr) {
				push_error(R"(Expected expression as array element.)");
			} else {
				array->elements.push_back(element);
			}
		} while (match(GDScriptTokenizer::Token::COMMA) && !is_at_end());
	}
	pop_multiline();
	consume(GDScriptTokenizer::Token::BRACKET_CLOSE, R"(Expected closing "]" after array elements.)");
	complete_extents(array);
	return array;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_dictionary(ExpressionNode *p_previous_operand, bool p_can_assign) {