### 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.
push_error(vformat(R"(Expected statement, found "%s" instead.)", previous.get_name()));
				}
			} else {
				end_statement("expression");
			}
			lambda_ended = lambda_ended || has_ended_lambda;
			result = expression;
#ifdef DEBUG_ENABLED
			if (expression != nullptr) {
				switch (expression->type) {
					case Node::CALL:
					case Node::ASSIGNMENT:
					case Node::AWAIT:
					case Node::TERNARY_OPERATOR:
						
						break;
					case Node::LAMBDA:
						
						push_error("Standalone lambdas cannot be accessed. Consider assigning it to a variable.", expression);
						break;
					case Node::LITERAL:
						if (static_cast<GDScriptParser::LiteralNode *>(expression)->value.get_type() == Variant::STRING) {
							
							break;
						}
						[[fallthrough]];
					default:
						push_warning(expression, GDScriptWarning::STANDALONE_EXPRESSION);
				}
			}