### 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.
}
	parse_class_body(true);
	complete_extents(head);
#ifdef TOOLS_ENABLED
	for (const KeyValue<int, GDScriptTokenizer::CommentData> &E : tokenizer.get_comments()) {
		if (E.value.new_line && E.value.comment.begins_with("##")) {
			class_doc_line = MIN(class_doc_line, E.key);
		}
	}
	if (has_comment(class_doc_line)) {
		get_class_doc_comment(class_doc_line, head->doc_brief_description, head->doc_description, head->doc_tutorials, false);
	}
#endif 
	if (!check(GDScriptTokenizer::Token::TK_EOF)) {
		push_error("Expected end of file.");
	}
	clear_unused_annotations();
}
GDScriptParser::ClassNode *GDScriptParser::find_class(const String &p_qualified_name) const {
	String first = p_qualified_name.get_slice("::", 0);
	Vector<String> class_names;
	GDScriptParser::ClassNode *result = nullptr;
	
	if (first.is_empty() || (head->identifier && first == head->identifier->name)) {
		class_names = p_qualified_name.split("::");
		result = head;
	} else if (p_qualified_name.begins_with(script_path)) {
		
		class_names = p_qualified_name.trim_prefix(script_path).split("::");
		result = head;