### 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 (key_edit) {
		
		if (InspectorDock::get_inspector_singleton()->get_edited_object() == key_edit) {
			EditorNode::get_singleton()->push_item(nullptr);
		}
		
		memdelete(key_edit);
		key_edit = nullptr;
	}
	if (multi_key_edit) {
		if (InspectorDock::get_inspector_singleton()->get_edited_object() == multi_key_edit) {
			EditorNode::get_singleton()->push_item(nullptr);
		}
		memdelete(multi_key_edit);
		multi_key_edit = nullptr;
	}
}
void AnimationTrackEditor::_clear_selection(bool p_update) {
	selection.clear();
	if (p_update) {
		_redraw_tracks();
	}
	_clear_key_edit();
}
void AnimationTrackEditor::_update_key_edit() {