### 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.
EditorNode::get_singleton()->show_warning(
			TTR("This animation belongs to an imported scene, so changes to imported tracks will not be saved.\n\nTo modify this animation, navigate to the scene's Advanced Import settings and select the animation.\nSome options, including looping, are available here. To add custom tracks, enable \"Save To File\" and\n\"Keep Custom Tracks\"."),
			TTR("Warning: Editing imported animation"));
}
void AnimationTrackEditor::_select_all_tracks_for_copy() {
	TreeItem *track = track_copy_select->get_root()->get_first_child();
	if (!track) {
		return;
	}
	bool all_selected = true;
	while (track) {
		if (!track->is_checked(0)) {
			all_selected = false;
		}
		track = track->get_next();
	}
	track = track_copy_select->get_root()->get_first_child();
	while (track) {
		track->set_checked(0, !all_selected);
		track = track->get_next();
	}
}
void AnimationTrackEditor::_bind_methods() {