### 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.
String first = p_qualified_name.get_slice("::", 0);
	Vector<String> class_names;
	GDScript *result = nullptr;
	
	if (first.is_empty() || first == name) {
		class_names = p_qualified_name.split("::");
		result = this;
	} else if (p_qualified_name.begins_with(get_root_script()->path)) {
		
		class_names = p_qualified_name.trim_prefix(get_root_script()->path).split("::");
		result = get_root_script();
	} else if (HashMap<StringName, Ref<GDScript>>::Iterator E = subclasses.find(first)) {
		class_names = p_qualified_name.split("::");
		result = E->value.ptr();
	} else if (_owner != nullptr) {
		
		return _owner->find_class(p_qualified_name);