### 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.
return OK;
}
void GDScriptLanguage::finish() {
	if (_call_stack) {
		memdelete_arr(_call_stack);
		_call_stack = nullptr;
	}
	
	GDScriptCache::clear();
	
	
	SelfList<GDScript> *s = script_list.first();
	while (s) {
		
		
		
		
		
		Ref<GDScript> scr = s->self();
		if (scr.is_valid()) {
			for (KeyValue<StringName, GDScriptFunction *> &E : scr->member_functions) {
				GDScriptFunction *func = E.value;
				for (int i = 0; i < func->argument_types.size(); i++) {
					func->argument_types.write[i].script_type_ref = Ref<Script>();
				}
				func->return_type.script_type_ref = Ref<Script>();
			}