### 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.
push_text("Self(");
	if (p_self->current_class->identifier != nullptr) {
		print_identifier(p_self->current_class->identifier);
	} else {
		push_text("<main class>");
	}
	push_text(")");
}
void GDScriptParser::TreePrinter::print_signal(SignalNode *p_signal) {
	push_text("Signal ");
	print_identifier(p_signal->identifier);
	push_text("( ");
	for (int i = 0; i < p_signal->parameters.size(); i++) {
		print_parameter(p_signal->parameters[i]);
	}
	push_line(" )");
}
void GDScriptParser::TreePrinter::print_subscript(SubscriptNode *p_subscript) {
	print_expression(p_subscript->base);
	if (p_subscript->is_attribute) {
		push_text(".");
		print_identifier(p_subscript->attribute);
	} else {
		push_text("[ ");
		print_expression(p_subscript->index);
		push_text(" ]");
	}
}
void GDScriptParser::TreePrinter::print_statement(Node *p_statement) {