### 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.
if (p_is_elif) {
		push_text("Elif ");
	} else {
		push_text("If ");
	}
	print_expression(p_if->condition);
	push_line(" :");
	increase_indent();
	print_suite(p_if->true_block);
	decrease_indent();
	
	if (p_if->false_block != nullptr) {
		push_line("Else :");
		increase_indent();
		print_suite(p_if->false_block);
		decrease_indent();
	}
}
void GDScriptParser::TreePrinter::print_lambda(LambdaNode *p_lambda) {
	print_function(p_lambda->function, "Lambda");
	push_text("| captures [ ");
	for (int i = 0; i < p_lambda->captures.size(); i++) {
		if (i > 0) {
			push_text(" , ");
		}
		push_text(p_lambda->captures[i]->name.operator String());
	}
	push_line(" ]");
}
void GDScriptParser::TreePrinter::print_literal(LiteralNode *p_literal) {