### 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.
p_clear_data->scripts.insert(gdscr);
		}
	}
	constants.clear();
	
	for (int i = 0; i < weak_subclasses.size(); i++) {
		ClassRefWithName subclass = weak_subclasses[i];
		Object *obj = ObjectDB::get_instance(subclass.id);
		if (!obj) {
			continue;
		}
		
		GDScriptLanguage::get_singleton()->add_orphan_subclass(subclass.fully_qualified_name, subclass.id);
	}
}
void GDScript::_init_rpc_methods_properties() {
	
	rpc_config.clear();
	if (base.is_valid()) {
		rpc_config = base->rpc_config.duplicate();
	}
	
	for (KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
		Variant config = E.value->get_rpc_config();
		if (config.get_type() != Variant::NIL) {
			rpc_config[E.value->get_name()] = config;
		}
	}
}
void GDScript::clear(GDScript::ClearData *p_clear_data) {