### 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 (!root->has_node(animation->track_get_path(insert_key_from_track_call_track))) {
		EditorNode::get_singleton()->show_warning(TTR("Track path is invalid, so can't add a method key."));
		return;
	}
	Node *base = root->get_node(animation->track_get_path(insert_key_from_track_call_track));
	List<MethodInfo> minfo;
	base->get_method_list(&minfo);
	for (const MethodInfo &E : minfo) {
		if (E.name == p_method) {
			Dictionary d;
			d["method"] = p_method;
			Array params;
			int first_defarg = E.arguments.size() - E.default_arguments.size();
			for (int i = 0; i < E.arguments.size(); i++) {
				if (i >= first_defarg) {
					Variant arg = E.default_arguments[i - first_defarg];
					params.push_back(arg);
				} else {
					Callable::CallError ce;
					Variant arg;
					Variant::construct(E.arguments[i].type, arg, nullptr, 0, ce);