### 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.
DictionaryNode *dictionary = alloc_node<DictionaryNode>();
	bool decided_style = false;
	if (!check(GDScriptTokenizer::Token::BRACE_CLOSE)) {
		do {
			if (check(GDScriptTokenizer::Token::BRACE_CLOSE)) {
				
				break;
			}
			
			ExpressionNode *key = parse_expression(false, true); 
			if (key == nullptr) {
				push_error(R"(Expected expression as dictionary key.)");
			}
			if (!decided_style) {
				switch (current.type) {
					case GDScriptTokenizer::Token::COLON:
						dictionary->style = DictionaryNode::PYTHON_DICT;
						break;
					case GDScriptTokenizer::Token::EQUAL:
						dictionary->style = DictionaryNode::LUA_TABLE;
						break;
					default:
						push_error(R"(Expected ":" or "=" after dictionary key.)");