### 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.
parameters_names.write[j] = member.signal->parameters[j]->identifier->name;
						}
						_signals[member.signal->identifier->name] = parameters_names;
					} break;
					case GDScriptParser::ClassNode::Member::GROUP: {
						members_cache.push_back(member.annotation->export_info);
					} break;
					default:
						break; 
				}
			}
		} else {
			placeholder_fallback_enabled = true;
			return false;
		}
	} else if (placeholder_fallback_enabled) {
		return false;
	}
	placeholder_fallback_enabled = false;
	if (base_cache.is_valid() && base_cache->is_valid()) {
		for (int i = 0; i < base_caches.size(); i++) {
			if (base_caches[i] == base_cache.ptr()) {
				if (r_err) {
					*r_err = true;
				}
				valid = false; 
				base_cache->valid = false;
				base_cache->inheriters_cache.clear(); 
				base_cache.unref();
				base.unref();