### 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.
timeline->queue_redraw();
	timeline->update_values();
	bool same = true;
	if (animation.is_null()) {
		return;
	}
	if (track_edits.size() == animation->get_track_count()) {
		
		for (int i = 0; i < track_edits.size(); i++) {
			if (track_edits[i]->get_path() != animation->track_get_path(i)) {
				same = false;
				break;
			}
		}
	} else {
		same = false;
	}
	if (same) {
		_redraw_tracks();
		_redraw_groups();
	} else {
		_update_tracks();
	}
	bezier_edit->queue_redraw();
	_update_step_spinbox();
	emit_signal(SNAME("animation_step_changed"), animation->get_step());
	emit_signal(SNAME("animation_len_changed"), animation->get_length());
	animation_changing_awaiting_update = false;
}
MenuButton *AnimationTrackEditor::get_edit_menu() {