### 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.
} else if (current.is_node_name()) {
			advance();
			String identifier = previous.get_identifier();
#ifdef DEBUG_ENABLED
			
			if (TS->has_feature(TextServer::FEATURE_UNICODE_SECURITY) && TS->spoof_check(identifier)) {
				push_warning(get_node, GDScriptWarning::CONFUSABLE_IDENTIFIER, identifier);
			}
#endif
			get_node->full_path += identifier;
			path_state = PATH_STATE_NODE_NAME;
		} else if (!check(GDScriptTokenizer::Token::SLASH) && !check(GDScriptTokenizer::Token::PERCENT)) {
			push_error(vformat(R"(Unexpected "%s" in node path.)", current.get_name()));
			complete_extents(get_node);
			return nullptr;
		}
	} while (match(GDScriptTokenizer::Token::SLASH) || match(GDScriptTokenizer::Token::PERCENT));
	complete_extents(get_node);
	return get_node;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_preload(ExpressionNode *p_previous_operand, bool p_can_assign) {
	PreloadNode *preload = alloc_node<PreloadNode>();
	preload->resolved_path = "<missing path>";
	push_multiline(true);
	consume(GDScriptTokenizer::Token::PARENTHESIS_OPEN, R"(Expected "(" after "preload".)");
	make_completion_context(COMPLETION_RESOURCE_PATH, preload);
	push_completion_call(preload);
	preload->path = parse_expression(false);
	if (preload->path == nullptr) {
		push_error(R"(Expected resource path after "(".)");