### 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.
docs.clear();
	doc = DocData::ClassDoc();
}
void GDScript::_update_doc() {
	_clear_doc();
	doc.script_path = vformat(R"("%s")", get_script_path().get_slice("://", 1));
	if (!name.is_empty()) {
		doc.name = name;
	} else {
		doc.name = doc.script_path;
	}
	if (_owner) {
		doc.name = _owner->doc.name + "." + doc.name;
		doc.script_path = doc.script_path + "." + doc.name;
	}
	doc.is_script_doc = true;
	if (base.is_valid() && base->is_valid()) {
		if (!base->doc.name.is_empty()) {
			doc.inherits = base->doc.name;
		} else {
			doc.inherits = base->get_instance_base_type();
		}
	} else if (native.is_valid()) {
		doc.inherits = native->get_name();
	}
	doc.brief_description = doc_brief_description;
	doc.description = doc_description;
	doc.tutorials = doc_tutorials;