### 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.
undo_redo->create_action(TTR("Bake Animation as Linear keys."));
			int track_len = animation->get_track_count();
			bool b_trs = bake_trs->is_pressed();
			bool b_bs = bake_blendshape->is_pressed();
			bool b_v = bake_value->is_pressed();
			double anim_len = animation->get_length() + CMP_EPSILON; 
			float fps = bake_fps->get_value();
			double dur_step = 1.0 / fps;
			for (int i = 0; i < track_len; i++) {
				bool do_bake = false;
				Animation::TrackType type = animation->track_get_type(i);
				do_bake |= b_trs && (type == Animation::TYPE_POSITION_3D || type == Animation::TYPE_ROTATION_3D || type == Animation::TYPE_SCALE_3D);
				do_bake |= b_bs && type == Animation::TYPE_BLEND_SHAPE;
				do_bake |= b_v && type == Animation::TYPE_VALUE;
				if (do_bake && !animation->track_is_compressed(i)) {
					Animation::InterpolationType it = animation->track_get_interpolation_type(i);
					if (it == Animation::INTERPOLATION_NEAREST) {
						continue; 
					}
					
					bool is_using_angle = it == Animation::INTERPOLATION_LINEAR_ANGLE || it == Animation::INTERPOLATION_CUBIC_ANGLE;
					
					Vector<Pair<real_t, Variant>> insert_queue_new;
					switch (type) {
						case Animation::TYPE_POSITION_3D: {
							for (double delta_t = 0.0; delta_t <= anim_len; delta_t += dur_step) {
								Pair<real_t, Variant> keydata;
								keydata.first = delta_t;
								Vector3 v;
								animation->try_position_track_interpolate(i, delta_t, &v);