### 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.
push_warning(nd, GDScriptWarning::EMPTY_FILE);
	}
#endif
	push_multiline(false); 
	parse_program();
	pop_multiline();
#ifdef DEBUG_ENABLED
	if (multiline_stack.size() > 0) {
		ERR_PRINT("Parser bug: Imbalanced multiline stack.");
	}
#endif
	if (errors.is_empty()) {
		return OK;
	} else {
		return ERR_PARSE_ERROR;
	}
}
GDScriptTokenizer::Token GDScriptParser::advance() {
	lambda_ended = false; 
	if (current.type == GDScriptTokenizer::Token::TK_EOF) {
		ERR_FAIL_COND_V_MSG(current.type == GDScriptTokenizer::Token::TK_EOF, current, "GDScript parser bug: Trying to advance past the end of stream.");
	}
	if (for_completion && !completion_call_stack.is_empty()) {
		if (completion_call.call == nullptr && tokenizer.is_past_cursor()) {
			completion_call = completion_call_stack.back()->get();
			passed_cursor = true;
		}
	}
	previous = current;
	current = tokenizer.scan();