### 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.
return ClassDB::instantiate(name);
}
Variant GDScriptNativeClass::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (p_method == SNAME("new")) {
		
		return Object::callp(p_method, p_args, p_argcount, r_error);
	}
	MethodBind *method = ClassDB::get_method(name, p_method);
	if (method && method->is_static()) {
		
		return method->call(nullptr, p_args, p_argcount, r_error);
	}
	r_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
	return Variant();
}
GDScriptFunction *GDScript::_super_constructor(GDScript *p_script) {
	if (p_script->initializer) {
		return p_script->initializer;
	} else {
		GDScript *base_src = p_script->_base;
		if (base_src != nullptr) {
			return _super_constructor(base_src);
		} else {
			return nullptr;
		}
	}
}
void GDScript::_super_implicit_constructor(GDScript *p_script, GDScriptInstance *p_instance, Callable::CallError &r_error) {