### 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.
}
			}
		} else {
			
			if (enum_node->values[i].line != enum_node->values[i + 1].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));
				}
			}
		}
	}
#endif 
	complete_extents(enum_node);
	end_statement("enum");
	return enum_node;
}
void GDScriptParser::parse_function_signature(FunctionNode *p_function, SuiteNode *p_body, const String &p_type) {
	if (!check(GDScriptTokenizer::Token::PARENTHESIS_CLOSE) && !is_at_end()) {
		bool default_used = false;
		do {
			if (check(GDScriptTokenizer::Token::PARENTHESIS_CLOSE)) {
				
				break;
			}
			ParameterNode *parameter = parse_parameter();
			if (parameter == nullptr) {
				break;
			}