### 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_BEZIER: {
			if (name == "value") {
				r_ret = animation->bezier_track_get_key_value(track, key);
				return true;
			}
			if (name == "in_handle") {
				r_ret = animation->bezier_track_get_key_in_handle(track, key);
				return true;
			}
			if (name == "out_handle") {
				r_ret = animation->bezier_track_get_key_out_handle(track, key);
				return true;
			}
			if (name == "handle_mode") {
				r_ret = animation->bezier_track_get_key_handle_mode(track, key);
				return true;
			}
		} break;
		case Animation::TYPE_AUDIO: {
			if (name == "stream") {
				r_ret = animation->audio_track_get_key_stream(track, key);
				return true;
			}
			if (name == "start_offset") {
				r_ret = animation->audio_track_get_key_start_offset(track, key);
				return true;
			}
			if (name == "end_offset") {
				r_ret = animation->audio_track_get_key_end_offset(track, key);
				return true;