### 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.
return check(GDScriptTokenizer::Token::NEWLINE) || check(GDScriptTokenizer::Token::SEMICOLON) || check(GDScriptTokenizer::Token::TK_EOF);
}
bool GDScriptParser::is_statement_end() const {
	return lambda_ended || in_lambda || is_statement_end_token();
}
void GDScriptParser::end_statement(const String &p_context) {
	bool found = false;
	while (is_statement_end() && !is_at_end()) {
		
		if (is_statement_end_token()) {
			
			advance();
		} else if (lambda_ended) {
			lambda_ended = false; 
			found = true;
			break;
		} else {
			if (!found) {
				lambda_ended = true; 
				found = true;
			}
			break;
		}
		found = true;
	}
	if (!found && !is_at_end()) {
		push_error(vformat(R"(Expected end of statement after %s, found "%s" instead.)", p_context, current.get_name()));
	}
}
void GDScriptParser::parse_program() {