### 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.
} else if (sub_pattern->pattern_type == PatternNode::PT_REST) {
						pattern->rest_used = true;
					}
					pattern->array.push_back(sub_pattern);
				} while (match(GDScriptTokenizer::Token::COMMA));
			}
			consume(GDScriptTokenizer::Token::BRACKET_CLOSE, R"(Expected "]" to close the array pattern.)");
			break;
		}
		case GDScriptTokenizer::Token::BRACE_OPEN: {
			
			advance();
			pattern->pattern_type = PatternNode::PT_DICTIONARY;
			do {
				if (check(GDScriptTokenizer::Token::BRACE_CLOSE) || is_at_end()) {
					break;
				}
				if (match(GDScriptTokenizer::Token::PERIOD_PERIOD)) {
					
					if (pattern->rest_used) {
						push_error(R"(The ".." pattern must be the last element in the pattern dictionary.)");
					} else {
						PatternNode *sub_pattern = alloc_node<PatternNode>();
						complete_extents(sub_pattern);
						sub_pattern->pattern_type = PatternNode::PT_REST;
						pattern->dictionary.push_back({ nullptr, sub_pattern });
						pattern->rest_used = true;
					}
				} else {
					ExpressionNode *key = parse_expression(false);