### Godot version

4.0.dev

### System information

win11，core i7 13700,  GTX4090

### Issue description

Just look at this gif.

![screenshots](https://user-images.githubusercontent.com/1620585/225354749-6ea17059-95b2-45e0-9765-8505e92726eb.gif)

It seems that it was block by Static Type Checking.

![image](https://user-images.githubusercontent.com/1620585/225362874-507ff0ec-c6d8-4a25-9a16-89db1885ad02.png)

If it's right.

Why it doesn't just disable other option except for String and StringName?

### Steps to reproduce

1. first select string type
2. input a text
3. change type
4. change back to string  -- it don't work
5. change to stringname -- it works
6. change back to string -- it works

### Minimal reproduction project

I think it don't need reproduction project.
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Animation Move Keys"));
	List<_AnimMoveRestore> to_restore;
	float motion = moving_selection_offset;
	
	for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
		undo_redo->add_do_method(animation.ptr(), "track_remove_key", E->key().track, E->key().key);
	}
	
	for (RBMap<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
		float newtime = snap_time(E->get().pos + motion);
		int idx = animation->track_find_key(E->key().track, newtime, Animation::FIND_MODE_APPROX);
		if (idx == -1) {
			continue;
		}
		SelectedKey sk;
		sk.key = idx;