### 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.
return play_position_pos;
}
void AnimationTimelineEdit::update_play_position() {
	play_position->queue_redraw();
}
void AnimationTimelineEdit::update_values() {
	if (!animation.is_valid() || editing) {
		return;
	}
	editing = true;
	if (use_fps && animation->get_step() > 0) {
		length->set_value(animation->get_length() / animation->get_step());
		length->set_step(1);
		length->set_tooltip_text(TTR("Animation length (frames)"));
		time_icon->set_tooltip_text(TTR("Animation length (frames)"));
		if (track_edit) {
			track_edit->editor->_update_key_edit();
		}
	} else {
		length->set_value(animation->get_length());
		length->set_step(0.0001);
		length->set_tooltip_text(TTR("Animation length (seconds)"));
		time_icon->set_tooltip_text(TTR("Animation length (seconds)"));
	}
	switch (animation->get_loop_mode()) {
		case Animation::LOOP_NONE: {
			loop->set_icon(get_theme_icon(SNAME("Loop"), SNAME("EditorIcons")));
			loop->set_pressed(false);
		} break;