### 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.
switch (p_type) {
		case Variant::PACKED_BYTE_ARRAY:
		case Variant::PACKED_INT32_ARRAY:
		case Variant::PACKED_INT64_ARRAY:
			return Variant::INT;
		case Variant::PACKED_FLOAT32_ARRAY:
		case Variant::PACKED_FLOAT64_ARRAY:
			return Variant::FLOAT;
		case Variant::PACKED_STRING_ARRAY:
			return Variant::STRING;
		case Variant::PACKED_VECTOR2_ARRAY:
			return Variant::VECTOR2;
		case Variant::PACKED_VECTOR3_ARRAY:
			return Variant::VECTOR3;
		case Variant::PACKED_COLOR_ARRAY:
			return Variant::COLOR;
		default:
			return Variant::NIL;
	}
}
bool GDScriptParser::DataType::is_typed_container_type() const {