### 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 {
				for (List<Pair<StringName, Variant>>::Element *G = saved_state.front(); G; G = G->next()) {
					script_inst->set(G->get().first, G->get().second);
				}
			}
			scr->pending_reload_state.erase(obj->get_instance_id()); 
		}
		
	}
#endif
}
void GDScriptLanguage::frame() {
	calls = 0;
#ifdef DEBUG_ENABLED
	if (profiling) {
		MutexLock lock(this->mutex);
		SelfList<GDScriptFunction> *elem = function_list.first();
		while (elem) {
			elem->self()->profile.last_frame_call_count = elem->self()->profile.frame_call_count;
			elem->self()->profile.last_frame_self_time = elem->self()->profile.frame_self_time;
			elem->self()->profile.last_frame_total_time = elem->self()->profile.frame_total_time;
			elem->self()->profile.frame_call_count = 0;
			elem->self()->profile.frame_self_time = 0;
			elem->self()->profile.frame_total_time = 0;
			elem = elem->next();
		}
	}
#endif
}
void GDScriptLanguage::get_reserved_words(List<String> *p_words) const {