### 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.
int start_block = p_line.rfind("[codeblock]");
	int end_block = p_line.rfind("[/codeblock]");
	if (start_block != -1 && r_block_begins) {
		*r_block_begins = start_block;
	}
	if (p_already_in) {
		if (end_block == -1) {
			return true;
		} else if (start_block == -1) {
			return false;
		} else {
			return start_block > end_block;
		}
	} else {
		if (start_block == -1) {
			return false;
		} else if (end_block == -1) {
			return true;
		} else {
			return start_block > end_block;
		}
	}
}
bool GDScriptParser::has_comment(int p_line) {