### 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.
multiline_stack.push_back(p_state);
	tokenizer.set_multiline_mode(p_state);
	if (p_state) {
		
		while (current.type == GDScriptTokenizer::Token::NEWLINE || current.type == GDScriptTokenizer::Token::INDENT || current.type == GDScriptTokenizer::Token::DEDENT) {
			current = tokenizer.scan(); 
		}
	}
}
void GDScriptParser::pop_multiline() {
	ERR_FAIL_COND_MSG(multiline_stack.size() == 0, "Parser bug: trying to pop from multiline stack without available value.");
	multiline_stack.pop_back();
	tokenizer.set_multiline_mode(multiline_stack.size() > 0 ? multiline_stack.back()->get() : false);
}
bool GDScriptParser::is_statement_end_token() const {