### 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.
bool update_obj = false;
	bool change_notify_deserved = false;
	for (const KeyValue<int, List<float>> &E : key_ofs_map) {
		int track = E.key;
		for (const float &key_ofs : E.value) {
			int key = animation->track_find_key(track, key_ofs, Animation::FIND_MODE_APPROX);
			ERR_FAIL_COND_V(key == -1, false);
			String name = p_name;
			if (name == "easing") {
				float val = p_value;
				float prev_val = animation->track_get_key_transition(track, key);
				EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
				if (!setting) {
					setting = true;
					undo_redo->create_action(TTR("Animation Multi Change Transition"), UndoRedo::MERGE_ENDS);
				}