### 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.
print_expression(p_match_pattern->expression);
			break;
		case PatternNode::PT_ARRAY:
			push_text("[ ");
			for (int i = 0; i < p_match_pattern->array.size(); i++) {
				if (i > 0) {
					push_text(" , ");
				}
				print_match_pattern(p_match_pattern->array[i]);
			}
			push_text(" ]");
			break;
		case PatternNode::PT_DICTIONARY:
			push_text("{ ");
			for (int i = 0; i < p_match_pattern->dictionary.size(); i++) {
				if (i > 0) {
					push_text(" , ");
				}
				if (p_match_pattern->dictionary[i].key != nullptr) {
					
					print_expression(p_match_pattern->dictionary[i].key);
					push_text(" : ");
				}
				print_match_pattern(p_match_pattern->dictionary[i].value_pattern);
			}
			push_text(" }");
			break;
	}
}
void GDScriptParser::TreePrinter::print_parameter(ParameterNode *p_parameter) {