### 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.
}
			}
			elements[item.identifier->name] = item.line;
			if (match(GDScriptTokenizer::Token::EQUAL)) {
				ExpressionNode *value = parse_expression(false);
				if (value == nullptr) {
					push_error(R"(Expected expression value after "=".)");
				}
				item.custom_value = value;
			}
			item.index = enum_node->values.size();
			enum_node->values.push_back(item);
			if (!named) {
				
				current_class->add_member(item);
			}
		}
	} while (match(GDScriptTokenizer::Token::COMMA));
	pop_multiline();
	consume(GDScriptTokenizer::Token::BRACE_CLOSE, R"(Expected closing "}" for enum.)");
#ifdef TOOLS_ENABLED
	
	for (int i = 0; i < enum_node->values.size(); i++) {
		if (i == enum_node->values.size() - 1) {
			
			if (enum_node->values[i].line != previous.start_line && has_comment(enum_node->values[i].line)) {
				if (named) {
					enum_node->values.write[i].doc_description = get_doc_comment(enum_node->values[i].line, true);
				} else {
					current_class->set_enum_value_doc(enum_node->values[i].identifier->name, get_doc_comment(enum_node->values[i].line, true));