### 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.
if (!animation.is_valid()) {
		return;
	}
	if (p_x < p_clip_left || p_x > p_clip_right) {
		return;
	}
	Ref<Texture2D> icon_to_draw = p_selected ? selected_icon : type_icon;
	if (animation->track_get_type(track) == Animation::TYPE_VALUE && !Math::is_equal_approx(animation->track_get_key_transition(track, p_index), real_t(1.0))) {
		
		icon_to_draw = get_theme_icon(p_selected ? SNAME("KeyEasedSelected") : SNAME("KeyValueEased"), SNAME("EditorIcons"));
	}
	
	if (!p_selected && animation->track_get_type(track) == Animation::TYPE_VALUE) {
		const Variant &v = animation->track_get_key_value(track, p_index);
		Variant::Type valid_type = Variant::NIL;
		if (!_is_value_key_valid(v, valid_type)) {
			icon_to_draw = get_theme_icon(SNAME("KeyInvalid"), SNAME("EditorIcons"));
		}
	}
	Vector2 ofs(p_x - icon_to_draw->get_width() / 2, int(get_size().height - icon_to_draw->get_height()) / 2);
	if (animation->track_get_type(track) == Animation::TYPE_METHOD) {
		Ref<Font> font = get_theme_font(SNAME("font"), SNAME("Label"));
		int font_size = get_theme_font_size(SNAME("font_size"), SNAME("Label"));
		Color color = get_theme_color(SNAME("font_color"), SNAME("Label"));
		color.a = 0.5;
		Dictionary d = animation->track_get_key_value(track, p_index);