### 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_property_list(r_list, true);
}
bool GDScript::has_method(const StringName &p_method) const {
	return member_functions.has(p_method);
}
MethodInfo GDScript::get_method_info(const StringName &p_method) const {
	HashMap<StringName, GDScriptFunction *>::ConstIterator E = member_functions.find(p_method);
	if (!E) {
		return MethodInfo();
	}
	GDScriptFunction *func = E->value;
	MethodInfo mi;
	mi.name = E->key;
	for (int i = 0; i < func->get_argument_count(); i++) {
		mi.arguments.push_back(func->get_argument_type(i));
	}
	mi.return_val = func->get_return_type();
	return mi;
}
bool GDScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {