### 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.
switch (p_statement->type) {
		case Node::ASSERT:
			print_assert(static_cast<AssertNode *>(p_statement));
			break;
		case Node::VARIABLE:
			print_variable(static_cast<VariableNode *>(p_statement));
			break;
		case Node::CONSTANT:
			print_constant(static_cast<ConstantNode *>(p_statement));
			break;
		case Node::IF:
			print_if(static_cast<IfNode *>(p_statement));
			break;
		case Node::FOR:
			print_for(static_cast<ForNode *>(p_statement));
			break;
		case Node::WHILE:
			print_while(static_cast<WhileNode *>(p_statement));
			break;
		case Node::MATCH:
			print_match(static_cast<MatchNode *>(p_statement));