### 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.
}
			if (current_suite->has_local(pattern->bind->name)) {
				push_error(vformat(R"(There's already a %s named "%s" in this scope.)", current_suite->get_local(pattern->bind->name).get_name(), pattern->bind->name));
				complete_extents(pattern);
				return nullptr;
			}
			root_pattern->binds[pattern->bind->name] = pattern->bind;
		} break;
		case GDScriptTokenizer::Token::UNDERSCORE:
			
			advance();
			pattern->pattern_type = PatternNode::PT_WILDCARD;
			break;
		case GDScriptTokenizer::Token::PERIOD_PERIOD:
			
			advance();
			pattern->pattern_type = PatternNode::PT_REST;
			break;
		case GDScriptTokenizer::Token::BRACKET_OPEN: {
			
			advance();
			pattern->pattern_type = PatternNode::PT_ARRAY;
			if (!check(GDScriptTokenizer::Token::BRACKET_CLOSE)) {
				do {
					PatternNode *sub_pattern = parse_match_pattern(p_root_pattern != nullptr ? p_root_pattern : pattern);
					if (sub_pattern == nullptr) {
						continue;
					}
					if (pattern->rest_used) {
						push_error(R"(The ".." pattern must be the last element in the pattern array.)");