### 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.
ERR_FAIL_COND(!root);
	ERR_FAIL_COND_MSG(
			(p_type != Animation::TYPE_POSITION_3D && p_type != Animation::TYPE_ROTATION_3D && p_type != Animation::TYPE_SCALE_3D),
			"Track type must be Position/Rotation/Scale 3D.");
	if (!keying) {
		return;
	}
	if (!animation.is_valid()) {
		return;
	}
	
	String path = root->get_path_to(p_node, true);
	if (!p_sub.is_empty()) {
		path += ":" + p_sub;
	}
	NodePath np = path;
	int track_idx = -1;
	for (int i = 0; i < animation->get_track_count(); i++) {
		if (animation->track_get_path(i) != np) {
			continue;
		}
		if (animation->track_get_type(i) != p_type) {
			continue;
		}
		track_idx = i;
	}