### 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 true;
}
template <PropertyUsageFlags t_usage>
bool GDScriptParser::export_group_annotations(const AnnotationNode *p_annotation, Node *p_node) {
	AnnotationNode *annotation = const_cast<AnnotationNode *>(p_annotation);
	if (annotation->resolved_arguments.is_empty()) {
		return false;
	}
	annotation->export_info.name = annotation->resolved_arguments[0];
	switch (t_usage) {
		case PROPERTY_USAGE_CATEGORY: {
			annotation->export_info.usage = t_usage;
		} break;
		case PROPERTY_USAGE_GROUP: {
			annotation->export_info.usage = t_usage;
			if (annotation->resolved_arguments.size() == 2) {
				annotation->export_info.hint_string = annotation->resolved_arguments[1];
			}
		} break;
		case PROPERTY_USAGE_SUBGROUP: {
			annotation->export_info.usage = t_usage;
			if (annotation->resolved_arguments.size() == 2) {
				annotation->export_info.hint_string = annotation->resolved_arguments[1];
			}
		} break;
	}
	return true;
}
bool GDScriptParser::warning_annotations(const AnnotationNode *p_annotation, Node *p_node) {