### 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.
SignalNode *signal = alloc_node<SignalNode>();
	if (!consume(GDScriptTokenizer::Token::IDENTIFIER, R"(Expected signal name after "signal".)")) {
		complete_extents(signal);
		return nullptr;
	}
	signal->identifier = parse_identifier();
	if (check(GDScriptTokenizer::Token::PARENTHESIS_OPEN)) {
		push_multiline(true);
		advance();
		do {
			if (check(GDScriptTokenizer::Token::PARENTHESIS_CLOSE)) {
				
				break;
			}
			ParameterNode *parameter = parse_parameter();
			if (parameter == nullptr) {
				push_error("Expected signal parameter name.");
				break;
			}
			if (parameter->initializer != nullptr) {
				push_error(R"(Signal parameters cannot have a default value.)");
			}