### 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.
for (KeyValue<StringName, GDScript::MemberInfo> &E : scr->member_indices) {
				E.value.data_type.script_type_ref = Ref<Script>();
			}
			
			
			scr->clear();
		}
		s = s->next();
	}
}
void GDScriptLanguage::profiling_start() {
#ifdef DEBUG_ENABLED
	MutexLock lock(this->mutex);
	SelfList<GDScriptFunction> *elem = function_list.first();
	while (elem) {
		elem->self()->profile.call_count = 0;
		elem->self()->profile.self_time = 0;
		elem->self()->profile.total_time = 0;
		elem->self()->profile.frame_call_count = 0;
		elem->self()->profile.frame_self_time = 0;
		elem->self()->profile.frame_total_time = 0;
		elem->self()->profile.last_frame_call_count = 0;
		elem->self()->profile.last_frame_self_time = 0;
		elem->self()->profile.last_frame_total_time = 0;
		elem = elem->next();
	}
	profiling = true;
#endif
}
void GDScriptLanguage::profiling_stop() {