### 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.
}
							animations += String(G->get());
						}
					}
				}
				if (!animations.is_empty()) {
					animations += ",";
				}
				animations += "[stop]";
				p_list->push_back(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, animations));
			} break;
		}
	}
}
void AnimationMultiTrackKeyEdit::notify_change() {
	notify_property_list_changed();
}
Node *AnimationMultiTrackKeyEdit::get_root_path() {
	return root_path;
}
void AnimationMultiTrackKeyEdit::set_use_fps(bool p_enable) {
	use_fps = p_enable;
	notify_property_list_changed();
}
void AnimationTimelineEdit::_zoom_changed(double) {
	queue_redraw();
	play_position->queue_redraw();
	emit_signal(SNAME("zoom_changed"));
}
float AnimationTimelineEdit::get_zoom_scale() const {