### 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.
if (mb->is_command_or_control_pressed() || mb->is_shift_pressed()) {
						if (editor->is_key_selected(track, key_idx)) {
							emit_signal(SNAME("deselect_key"), key_idx);
						} else {
							emit_signal(SNAME("select_key"), key_idx, false);
							moving_selection_attempt = true;
							select_single_attempt = -1;
							moving_selection_from_ofs = (mb->get_position().x - limit) / timeline->get_zoom_scale();
						}
					} else {
						if (!editor->is_key_selected(track, key_idx)) {
							emit_signal(SNAME("select_key"), key_idx, true);
							select_single_attempt = -1;
						} else {
							select_single_attempt = key_idx;
						}
						moving_selection_attempt = true;
						moving_selection_from_ofs = (mb->get_position().x - limit) / timeline->get_zoom_scale();
					}
					if (read_only) {
						moving_selection_attempt = false;
						moving_selection_from_ofs = 0.0f;
					}
					accept_event();
				}
			}
		}
	}
	if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == MouseButton::RIGHT) {
		Point2 pos = mb->get_position();