### 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.
RBSet<GDScript *> dependencies;
	_get_dependencies(dependencies, this);
	dependencies.erase(this);
	return dependencies;
}
RBSet<GDScript *> GDScript::get_inverted_dependencies() {
	RBSet<GDScript *> inverted_dependencies;
	List<GDScript *> scripts;
	{
		MutexLock lock(GDScriptLanguage::singleton->mutex);
		SelfList<GDScript> *elem = GDScriptLanguage::singleton->script_list.first();
		while (elem) {
			scripts.push_back(elem->self());
			elem = elem->next();
		}
	}
	for (GDScript *scr : scripts) {
		if (scr == nullptr || scr == this || scr->destructing) {
			continue;
		}
		RBSet<GDScript *> scr_dependencies = scr->get_dependencies();
		if (scr_dependencies.has(this)) {
			inverted_dependencies.insert(scr);
		}
	}
	return inverted_dependencies;
}
RBSet<GDScript *> GDScript::get_must_clear_dependencies() {