### 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.
props.push_front(sptr->member_info[msort[i].name]);
		}
#ifdef TOOLS_ENABLED
		p_properties->push_back(sptr->get_class_category());
#endif 
		for (const PropertyInfo &prop : props) {
			p_properties->push_back(prop);
		}
		props.clear();
		sptr = sptr->_base;
	}
}
bool GDScriptInstance::property_can_revert(const StringName &p_name) const {
	Variant name = p_name;
	const Variant *args[1] = { &name };
	const GDScript *sptr = script.ptr();
	while (sptr) {
		HashMap<StringName, GDScriptFunction *>::ConstIterator E = sptr->member_functions.find(GDScriptLanguage::get_singleton()->strings._property_can_revert);
		if (E) {
			Callable::CallError err;
			Variant ret = E->value->call(const_cast<GDScriptInstance *>(this), args, 1, err);
			if (err.error == Callable::CallError::CALL_OK && ret.get_type() == Variant::BOOL && ret.operator bool()) {
				return true;
			}
		}
		sptr = sptr->_base;
	}
	return false;
}
bool GDScriptInstance::property_get_revert(const StringName &p_name, Variant &r_ret) const {