### 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.
return member_functions;
}
StringName GDScript::debug_get_member_by_index(int p_idx) const {
	for (const KeyValue<StringName, MemberInfo> &E : member_indices) {
		if (E.value.index == p_idx) {
			return E.key;
		}
	}
	return "<error>";
}
Ref<GDScript> GDScript::get_base() const {
	return base;
}
bool GDScript::inherits_script(const Ref<Script> &p_script) const {
	Ref<GDScript> gd = p_script;
	if (gd.is_null()) {
		return false;
	}
	const GDScript *s = this;
	while (s) {
		if (s == p_script.ptr()) {
			return true;
		}
		s = s->_base;
	}
	return false;
}
GDScript *GDScript::find_class(const String &p_qualified_name) {