### 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::TK_EOF);
}
void GDScriptParser::synchronize() {
	panic_mode = false;
	while (!is_at_end()) {
		if (previous.type == GDScriptTokenizer::Token::NEWLINE || previous.type == GDScriptTokenizer::Token::SEMICOLON) {
			return;
		}
		switch (current.type) {
			case GDScriptTokenizer::Token::CLASS:
			case GDScriptTokenizer::Token::FUNC:
			case GDScriptTokenizer::Token::STATIC:
			case GDScriptTokenizer::Token::VAR:
			case GDScriptTokenizer::Token::CONST:
			case GDScriptTokenizer::Token::SIGNAL:
			
			case GDScriptTokenizer::Token::FOR:
			case GDScriptTokenizer::Token::WHILE:
			case GDScriptTokenizer::Token::MATCH:
			case GDScriptTokenizer::Token::RETURN:
			case GDScriptTokenizer::Token::ANNOTATION:
				return;
			default:
				
				break;
		}
		advance();
	}
}
void GDScriptParser::push_multiline(bool p_state) {