### 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.
InsertData id;
	id.path = np;
	
	id.query = vformat(TTR("node '%s'"), p_node->get_name());
	id.advance = false;
	id.track_idx = track_idx;
	id.value = p_value;
	id.type = p_type;
	_query_insert(id);
}
bool AnimationTrackEditor::has_track(Node3D *p_node, const String &p_sub, const Animation::TrackType p_type) {
	ERR_FAIL_COND_V(!root, false);
	if (!keying) {
		return false;
	}
	if (!animation.is_valid()) {
		return false;
	}
	
	String path = root->get_path_to(p_node, true);
	if (!p_sub.is_empty()) {
		path += ":" + p_sub;
	}
	int track_id = animation->find_track(path, p_type);
	if (track_id >= 0) {
		return true;
	}
	return false;
}
void AnimationTrackEditor::_insert_animation_key(NodePath p_path, const Variant &p_value) {