### 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.
if (class_type->identifier != nullptr) {
				return class_type->identifier->name.operator String();
			}
			return class_type->fqcn;
		case SCRIPT: {
			if (is_meta_type) {
				return script_type->get_class_name().operator String();
			}
			String name = script_type != nullptr ? script_type->get_name() : "";
			if (!name.is_empty()) {
				return name;
			}
			name = script_path;
			if (!name.is_empty()) {
				return name;
			}
			return native_type.operator String();
		}
		case ENUM: {
			
			
			return String(native_type).get_file(); 
		}
		case RESOLVING:
		case UNRESOLVED:
			return "<unresolved type>";
	}
	ERR_FAIL_V_MSG("<unresolved type>", "Kind set outside the enum range.");
}
static Variant::Type _variant_type_to_typed_array_element_type(Variant::Type p_type) {