### 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.
consume(GDScriptTokenizer::Token::NEWLINE, R"(Expected a newline after "match" statement.)");
	if (!consume(GDScriptTokenizer::Token::INDENT, R"(Expected an indented block after "match" statement.)")) {
		complete_extents(match);
		return match;
	}
	bool all_have_return = true;
	bool have_wildcard = false;
	while (!check(GDScriptTokenizer::Token::DEDENT) && !is_at_end()) {
		MatchBranchNode *branch = parse_match_branch();
		if (branch == nullptr) {
			advance();
			continue;
		}
#ifdef DEBUG_ENABLED
		if (have_wildcard && !branch->patterns.is_empty()) {
			push_warning(branch->patterns[0], GDScriptWarning::UNREACHABLE_PATTERN);
		}
#endif
		have_wildcard = have_wildcard || branch->has_wildcard;
		all_have_return = all_have_return && branch->block->has_return;
		match->branches.push_back(branch);
	}
	complete_extents(match);
	consume(GDScriptTokenizer::Token::DEDENT, R"(Expected an indented block after "match" statement.)");
	if (all_have_return && have_wildcard) {
		current_suite->has_return = true;
	}
	return match;
}
GDScriptParser::MatchBranchNode *GDScriptParser::parse_match_branch() {