### 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.
push_error(R"(Expected expression as the function argument.)");
		} else {
			call->arguments.push_back(argument);
			if (argument->type == Node::IDENTIFIER && use_identifier_completion) {
				completion_context.type = COMPLETION_IDENTIFIER;
			}
		}
		ct = COMPLETION_CALL_ARGUMENTS;
	} while (match(GDScriptTokenizer::Token::COMMA));
	pop_completion_call();
	pop_multiline();
	consume(GDScriptTokenizer::Token::PARENTHESIS_CLOSE, R"*(Expected closing ")" after call arguments.)*");
	complete_extents(call);
	return call;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_get_node(ExpressionNode *p_previous_operand, bool p_can_assign) {
	if (!current.is_node_name() && !check(GDScriptTokenizer::Token::LITERAL) && !check(GDScriptTokenizer::Token::SLASH) && !check(GDScriptTokenizer::Token::PERCENT)) {
		push_error(vformat(R"(Expected node path as string or identifier after "%s".)", previous.get_name()));
		return nullptr;
	}
	if (check(GDScriptTokenizer::Token::LITERAL)) {
		if (current.literal.get_type() != Variant::STRING) {
			push_error(vformat(R"(Expected node path as string or identifier after "%s".)", previous.get_name()));
			return nullptr;
		}
	}
	GetNodeNode *get_node = alloc_node<GetNodeNode>();
	
	
	enum PathState {