### 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.
case ClassNode::Member::CLASS:
				print_class(m.m_class);
				break;
			case ClassNode::Member::VARIABLE:
				print_variable(m.variable);
				break;
			case ClassNode::Member::CONSTANT:
				print_constant(m.constant);
				break;
			case ClassNode::Member::SIGNAL:
				print_signal(m.signal);
				break;
			case ClassNode::Member::FUNCTION:
				print_function(m.function);
				break;
			case ClassNode::Member::ENUM:
				print_enum(m.m_enum);
				break;
			case ClassNode::Member::ENUM_VALUE:
				break; 
			case ClassNode::Member::GROUP:
				break; 
			case ClassNode::Member::UNDEFINED:
				push_line("<unknown member>");
				break;
		}
	}
	decrease_indent();
}
void GDScriptParser::TreePrinter::print_constant(ConstantNode *p_constant) {