### 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 (p_get_node->use_dollar) {
		push_text("$");
	}
	push_text(p_get_node->full_path);
}
void GDScriptParser::TreePrinter::print_identifier(IdentifierNode *p_identifier) {
	if (p_identifier != nullptr) {
		push_text(p_identifier->name);
	} else {
		push_text("<invalid identifier>");
	}
}
void GDScriptParser::TreePrinter::print_if(IfNode *p_if, bool p_is_elif) {