### 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.
head = alloc_node<ClassNode>();
	head->fqcn = script_path;
	current_class = head;
	bool can_have_class_or_extends = true;
	while (!check(GDScriptTokenizer::Token::TK_EOF)) {
		if (match(GDScriptTokenizer::Token::ANNOTATION)) {
			AnnotationNode *annotation = parse_annotation(AnnotationInfo::SCRIPT | AnnotationInfo::STANDALONE | AnnotationInfo::CLASS_LEVEL);
			if (annotation != nullptr) {
				if (annotation->applies_to(AnnotationInfo::SCRIPT)) {
					
					if (annotation->name == SNAME("@icon")) {
						annotation->apply(this, head);