### 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 < groups.size(); i++) {
		groups[i]->queue_redraw();
	}
}
void AnimationTrackEditor::_animation_changed() {
	if (animation_changing_awaiting_update) {
		return; 
	}
	_check_bezier_exist();
	if (key_edit) {
		if (key_edit->setting) {
			
			if (key_edit->track < track_edits.size()) {
				if (animation->track_get_type(key_edit->track) == Animation::TYPE_BEZIER) {
					bezier_edit->queue_redraw();
				} else {
					track_edits[key_edit->track]->queue_redraw();
				}
			}
			return;
		} else {
			_update_key_edit();
		}
	}
	animation_changing_awaiting_update = true;
	call_deferred(SNAME("_animation_update"));
}
void AnimationTrackEditor::_snap_mode_changed(int p_mode) {