### 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.
case Animation::TYPE_ANIMATION: {
			String animations;
			if (root_path && root_path->has_node(animation->track_get_path(track))) {
				AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(root_path->get_node(animation->track_get_path(track)));
				if (ap) {
					List<StringName> anims;
					ap->get_animation_list(&anims);
					for (const StringName &E : anims) {
						if (!animations.is_empty()) {
							animations += ",";
						}
						animations += String(E);
					}
				}
			}
			if (!animations.is_empty()) {
				animations += ",";
			}
			animations += "[stop]";
			p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("animation"), PROPERTY_HINT_ENUM, animations));
		} break;
	}
	if (animation->track_get_type(track) == Animation::TYPE_VALUE) {
		p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("easing"), PROPERTY_HINT_EXP_EASING));
	}
}
void AnimationTrackKeyEdit::notify_change() {
	notify_property_list_changed();
}
Node *AnimationTrackKeyEdit::get_root_path() {