### 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.
CastNode *cast = alloc_node<CastNode>();
	reset_extents(cast, p_previous_operand);
	update_extents(cast);
	cast->operand = p_previous_operand;
	cast->cast_type = parse_type();
	complete_extents(cast);
	if (cast->cast_type == nullptr) {
		push_error(R"(Expected type specifier after "as".)");
		return p_previous_operand;
	}
	return cast;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_call(ExpressionNode *p_previous_operand, bool p_can_assign) {
	CallNode *call = alloc_node<CallNode>();
	reset_extents(call, p_previous_operand);
	if (previous.type == GDScriptTokenizer::Token::SUPER) {
		
		call->is_super = true;
		push_multiline(true);
		if (match(GDScriptTokenizer::Token::PARENTHESIS_OPEN)) {
			
			if (current_function == nullptr) {
				push_error(R"(Cannot use implicit "super" call outside of a function.)");