### 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.
parse_class_name();
				}
				break;
			case GDScriptTokenizer::Token::EXTENDS:
				advance();
				if (head->extends_used) {
					push_error(R"("extends" can only be used once.)");
				} else {
					parse_extends();
					end_statement("superclass");
				}
				break;
			case GDScriptTokenizer::Token::LITERAL:
				if (current.literal.get_type() == Variant::STRING) {
					
					advance();
					if (!match(GDScriptTokenizer::Token::NEWLINE)) {
						push_error("Expected newline after comment string.");
					}
					break;
				}
				[[fallthrough]];
			default:
				
				can_have_class_or_extends = false;
				break;
		}
		if (panic_mode) {
			synchronize();
		}