### 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.
for (const AnnotationNode *E : p_function->annotations) {
		print_annotation(E);
	}
	push_text(p_context);
	push_text(" ");
	if (p_function->identifier) {
		print_identifier(p_function->identifier);
	} else {
		push_text("<anonymous>");
	}
	push_text("( ");
	for (int i = 0; i < p_function->parameters.size(); i++) {
		if (i > 0) {
			push_text(" , ");
		}
		print_parameter(p_function->parameters[i]);
	}
	push_line(" ) :");
	increase_indent();
	print_suite(p_function->body);
	decrease_indent();
}
void GDScriptParser::TreePrinter::print_get_node(GetNodeNode *p_get_node) {