### 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.
return root;
}
void AnimationTrackEditor::update_keying() {
	bool keying_enabled = false;
	EditorSelectionHistory *editor_history = EditorNode::get_singleton()->get_editor_selection_history();
	if (is_visible_in_tree() && animation.is_valid() && editor_history->get_path_size() > 0) {
		Object *obj = ObjectDB::get_instance(editor_history->get_path_object(0));
		keying_enabled = Object::cast_to<Node>(obj) != nullptr;
	}
	if (keying_enabled == keying) {
		return;
	}
	keying = keying_enabled;
	emit_signal(SNAME("keying_changed"));
}
bool AnimationTrackEditor::has_keying() const {
	return keying;
}
Dictionary AnimationTrackEditor::get_state() const {
	Dictionary state;
	state["fps_mode"] = timeline->is_using_fps();
	state["zoom"] = zoom->get_value();
	state["offset"] = timeline->get_value();
	state["v_scroll"] = scroll->get_v_scroll_bar()->get_value();
	return state;
}
void AnimationTrackEditor::set_state(const Dictionary &p_state) {