### 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.
}
		DocData::PropertyDoc prop_doc;
		DocData::property_doc_from_scriptmemberinfo(prop_doc, scr_member_info);
		doc.properties.push_back(prop_doc);
	}
	List<MethodInfo> signals;
	_get_script_signal_list(&signals, false);
	for (int i = 0; i < signals.size(); i++) {
		DocData::MethodDoc signal_doc;
		if (doc_signals.has(signals[i].name)) {
			DocData::signal_doc_from_methodinfo(signal_doc, signals[i], doc_signals[signals[i].name]);
		} else {
			DocData::signal_doc_from_methodinfo(signal_doc, signals[i], String());
		}
		doc.signals.push_back(signal_doc);
	}
	for (const KeyValue<StringName, Variant> &E : constants) {
		if (subclasses.has(E.key)) {
			continue;
		}
		
		bool is_enum = false;
		if (E.value.get_type() == Variant::DICTIONARY) {
			if (doc_enums.has(E.key)) {
				is_enum = true;
				for (int i = 0; i < doc_enums[E.key].values.size(); i++) {
					doc_enums[E.key].values.write[i].enumeration = E.key;
					doc.constants.push_back(doc_enums[E.key].values[i]);
				}
			}