### 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.
_get_script_signal_list(r_signals, true);
}
String GDScript::_get_gdscript_reference_class_name(const GDScript *p_gdscript) {
	ERR_FAIL_NULL_V(p_gdscript, String());
	String class_name;
	while (p_gdscript) {
		if (class_name.is_empty()) {
			class_name = p_gdscript->get_script_class_name();
		} else {
			class_name = p_gdscript->get_script_class_name() + "." + class_name;
		}
		p_gdscript = p_gdscript->_owner;
	}
	return class_name;
}
GDScript *GDScript::_get_gdscript_from_variant(const Variant &p_variant) {