### 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.
for (int i = 0; i < insert_data.size(); i++) {
		if (insert_data[i].type != Animation::TYPE_VALUE && insert_data[i].type != Animation::TYPE_BEZIER) {
			all_bezier = false;
		}
		if (insert_data[i].track_idx == -1) {
			++num_tracks;
			last_track_query = insert_data[i].query;
		}
		if (insert_data[i].type != Animation::TYPE_VALUE) {
			continue;
		}
		switch (insert_data[i].value.get_type()) {
			case Variant::INT:
			case Variant::FLOAT:
			case Variant::VECTOR2:
			case Variant::VECTOR3:
			case Variant::QUATERNION:
			case Variant::PLANE:
			case Variant::COLOR: {
				
			} break;
			default: {
				all_bezier = false;
			}
		}
	}
	if (bool(EDITOR_GET("editors/animation/confirm_insert_track")) && num_tracks > 0) {
		
		if (num_tracks == 1) {