### 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.
const GDScript *sptr = script.ptr();
	while (sptr) {
		{
			HashMap<StringName, GDScript::MemberInfo>::ConstIterator E = script->member_indices.find(p_name);
			if (E) {
				if (E->value.getter) {
					Callable::CallError err;
					r_ret = const_cast<GDScriptInstance *>(this)->callp(E->value.getter, nullptr, 0, err);
					if (err.error == Callable::CallError::CALL_OK) {
						return true;
					}
				}
				r_ret = members[E->value.index];
				return true; 
			}
		}
		{
			const GDScript *sl = sptr;
			while (sl) {
				HashMap<StringName, Variant>::ConstIterator E = sl->constants.find(p_name);
				if (E) {
					r_ret = E->value;
					return true; 
				}
				sl = sl->_base;
			}
		}
		{