### 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 != p_anim) {
		return;
	}
	_clear_selection();
}
void AnimationTrackEditor::_select_at_anim(const Ref<Animation> &p_anim, int p_track, float p_pos) {
	if (animation != p_anim) {
		return;
	}
	int idx = animation->track_find_key(p_track, p_pos, Animation::FIND_MODE_APPROX);
	ERR_FAIL_COND(idx < 0);
	SelectedKey sk;
	sk.track = p_track;
	sk.key = idx;
	KeyInfo ki;
	ki.pos = p_pos;
	selection.insert(sk, ki);
	_update_key_edit();
}
void AnimationTrackEditor::_move_selection_commit() {