### 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.
bool could_continue = can_continue;
	
	can_break = true;
	can_continue = true;
	n_while->loop = parse_suite(R"("while" block)");
	n_while->loop->is_loop = true;
	complete_extents(n_while);
	
	can_break = could_break;
	can_continue = could_continue;
	return n_while;
}
GDScriptParser::ExpressionNode *GDScriptParser::parse_precedence(Precedence p_precedence, bool p_can_assign, bool p_stop_on_assign) {
	
	
	switch (current.type) {
		case GDScriptTokenizer::Token::PARENTHESIS_OPEN:
		case GDScriptTokenizer::Token::BRACE_OPEN:
		case GDScriptTokenizer::Token::BRACKET_OPEN:
			push_multiline(true);
			break;
		default:
			break; 
	}
	
	make_completion_context(COMPLETION_IDENTIFIER, nullptr);
	GDScriptTokenizer::Token token = current;
	GDScriptTokenizer::Token::Type token_type = token.type;
	if (token.is_identifier()) {