### 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("Constant ");
	print_identifier(p_constant->identifier);
	increase_indent();
	push_line();
	push_text("= ");
	if (p_constant->initializer == nullptr) {
		push_text("<missing value>");
	} else {
		print_expression(p_constant->initializer);
	}
	decrease_indent();
	push_line();
}
void GDScriptParser::TreePrinter::print_dictionary(DictionaryNode *p_dictionary) {
	push_line("{");
	increase_indent();
	for (int i = 0; i < p_dictionary->elements.size(); i++) {
		print_expression(p_dictionary->elements[i].key);
		if (p_dictionary->style == DictionaryNode::PYTHON_DICT) {
			push_text(" : ");
		} else {
			push_text(" = ");
		}
		print_expression(p_dictionary->elements[i].value);
		push_line(" ,");
	}
	decrease_indent();
	push_text("}");
}