### 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.
pinfo.name = d["name"];
					ERR_CONTINUE(pinfo.name.is_empty());
					if (d.has("hint")) {
						pinfo.hint = PropertyHint(d["hint"].operator int());
					}
					if (d.has("hint_string")) {
						pinfo.hint_string = d["hint_string"];
					}
					if (d.has("usage")) {
						pinfo.usage = d["usage"];
					}
					if (d.has("class_name")) {
						pinfo.class_name = d["class_name"];
					}
					props.push_back(pinfo);
				}
			}
		}
		
		Vector<_GDScriptMemberSort> msort;
		for (const KeyValue<StringName, PropertyInfo> &F : sptr->member_info) {
			_GDScriptMemberSort ms;
			ERR_CONTINUE(!sptr->member_indices.has(F.key));
			ms.index = sptr->member_indices[F.key].index;
			ms.name = F.key;
			msort.push_back(ms);
		}
		msort.sort();
		msort.reverse();
		for (int i = 0; i < msort.size(); i++) {