### 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.
type->type_chain.push_back(type_element);
	if (match(GDScriptTokenizer::Token::BRACKET_OPEN)) {
		
		type->container_type = parse_type(false); 
		if (type->container_type == nullptr) {
			push_error(R"(Expected type for collection after "[".)");
			complete_extents(type);
			type = nullptr;
		} else if (type->container_type->container_type != nullptr) {
			push_error("Nested typed collections are not supported.");
		}
		consume(GDScriptTokenizer::Token::BRACKET_CLOSE, R"(Expected closing "]" after collection type.)");
		if (type != nullptr) {
			complete_extents(type);
		}
		return type;
	}
	int chain_index = 1;
	while (match(GDScriptTokenizer::Token::PERIOD)) {
		make_completion_context(COMPLETION_TYPE_ATTRIBUTE, type, chain_index++);
		if (consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected inner type name after ".".)")) {
			type_element = parse_identifier();
			type->type_chain.push_back(type_element);
		}
	}
	complete_extents(type);
	return type;
}
#ifdef TOOLS_ENABLED
static bool _in_codeblock(String p_line, bool p_already_in, int *r_block_begins = nullptr) {