### 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"("/" is only valid at the beginning of the path or after a node name.)");
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "/";
			path_state = PATH_STATE_SLASH;
		}
		make_completion_context(COMPLETION_GET_NODE, get_node, context_argument++);
		if (match(GDScriptTokenizer::Token::LITERAL)) {
			if (previous.literal.get_type() != Variant::STRING) {
				String previous_token;
				switch (path_state) {
					case PATH_STATE_START:
						previous_token = "$";
						break;
					case PATH_STATE_PERCENT:
						previous_token = "%";
						break;
					case PATH_STATE_SLASH:
						previous_token = "/";
						break;
					default:
						break;
				}
				push_error(vformat(R"(Expected node path as string or identifier after "%s".)", previous_token));
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += previous.literal.operator String();
			path_state = PATH_STATE_NODE_NAME;