### 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.
} else {
					continue;
				}
			}
			InsertData id;
			id.path = animation->track_get_path(i);
			id.track_idx = i;
			id.value = value;
			id.type = Animation::TYPE_BEZIER;
			id.query = vformat(TTR("property '%s'"), p_property);
			id.advance = p_advance;
			
			_query_insert(id);
			inserted = true;
		}
	}
	commit_insert_queue();
	if (!inserted) {
		InsertData id;
		id.path = np;
		id.track_idx = -1;
		id.value = p_value;
		id.type = Animation::TYPE_VALUE;
		id.query = vformat(TTR("property '%s'"), p_property);
		id.advance = p_advance;
		
		_query_insert(id);
	}
}
Ref<Animation> AnimationTrackEditor::_create_and_get_reset_animation() {