### 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.
Ref<Animation> reset = player->get_animation(SceneStringNames::get_singleton()->RESET);
			if (reset != p_from_animation) {
				for (int i = 0; i < reset->get_track_count(); i++) {
					if (reset->track_get_path(i) == p_from_animation->track_get_path(p_track)) {
						
						bool used = false;
						List<StringName> animation_list;
						player->get_animation_list(&animation_list);
						for (const StringName &anim_name : animation_list) {
							Ref<Animation> anim = player->get_animation(anim_name);
							if (anim == p_from_animation || anim == reset) {
								continue;
							}
							for (int j = 0; j < anim->get_track_count(); j++) {
								if (anim->track_get_path(j) == reset->track_get_path(i)) {
									used = true;
									break;
								}
							}
							if (used) {
								break;
							}
						}
						if (!used) {
							_animation_track_remove_request(i, reset);
						}
						break;
					}
				}
			}