### 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.
PATH_STATE_START,
		PATH_STATE_SLASH,
		PATH_STATE_PERCENT,
		PATH_STATE_NODE_NAME,
	} path_state = PATH_STATE_START;
	if (previous.type == GDScriptTokenizer::Token::DOLLAR) {
		
		match(GDScriptTokenizer::Token::SLASH);
#ifdef DEBUG_ENABLED
	} else {
		get_node->use_dollar = false;
#endif
	}
	int context_argument = 0;
	do {
		if (previous.type == GDScriptTokenizer::Token::PERCENT) {
			if (path_state != PATH_STATE_START && path_state != PATH_STATE_SLASH) {
				push_error(R"("%" is only valid in the beginning of a node name (either after "$" or after "/"))");
				complete_extents(get_node);
				return nullptr;
			}
			get_node->full_path += "%";
			path_state = PATH_STATE_PERCENT;
		} else if (previous.type == GDScriptTokenizer::Token::SLASH) {
			if (path_state != PATH_STATE_START && path_state != PATH_STATE_NODE_NAME) {