### 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.
if (clearing) {
		return;
	}
	clearing = true;
	GDScript::ClearData data;
	GDScript::ClearData *clear_data = p_clear_data;
	bool is_root = false;
	
	
	if (clear_data == nullptr) {
		clear_data = &data;
		is_root = true;
	}
	RBSet<GDScript *> must_clear_dependencies = get_must_clear_dependencies();
	for (GDScript *E : must_clear_dependencies) {
		clear_data->scripts.insert(E);
		E->clear(clear_data);
	}
	for (const KeyValue<StringName, GDScriptFunction *> &E : member_functions) {
		clear_data->functions.insert(E.value);
	}
	member_functions.clear();
	for (KeyValue<StringName, GDScript::MemberInfo> &E : member_indices) {
		clear_data->scripts.insert(E.value.data_type.script_type_ref);
		E.value.data_type.script_type_ref = Ref<Script>();
	}
	if (implicit_initializer) {