### 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.
for (int i = 0; i < p_suite->statements.size(); i++) {
		print_statement(p_suite->statements[i]);
	}
}
void GDScriptParser::TreePrinter::print_ternary_op(TernaryOpNode *p_ternary_op) {
	
	push_text("(");
	print_expression(p_ternary_op->true_expr);
	push_text(") IF (");
	print_expression(p_ternary_op->condition);
	push_text(") ELSE (");
	print_expression(p_ternary_op->false_expr);
	push_text(")");
}
void GDScriptParser::TreePrinter::print_type(TypeNode *p_type) {
	if (p_type->type_chain.is_empty()) {
		push_text("Void");
	} else {
		for (int i = 0; i < p_type->type_chain.size(); i++) {
			if (i > 0) {
				push_text(".");
			}
			print_identifier(p_type->type_chain[i]);
		}
	}
}
void GDScriptParser::TreePrinter::print_unary_op(UnaryOpNode *p_unary_op) {