### 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.
}
			} else {
				_cleanup_animation(animation);
			}
		} break;
	}
}
void AnimationTrackEditor::_cleanup_animation(Ref<Animation> p_animation) {
	for (int i = 0; i < p_animation->get_track_count(); i++) {
		bool prop_exists = false;
		Variant::Type valid_type = Variant::NIL;
		Object *obj = nullptr;
		Ref<Resource> res;
		Vector<StringName> leftover_path;
		Node *node = root->get_node_and_resource(p_animation->track_get_path(i), res, leftover_path);
		if (res.is_valid()) {
			obj = res.ptr();
		} else if (node) {
			obj = node;
		}
		if (obj && p_animation->track_get_type(i) == Animation::TYPE_VALUE) {
			valid_type = obj->get_static_property_type_indexed(leftover_path, &prop_exists);
		}
		if (!obj && cleanup_tracks->is_pressed()) {
			p_animation->remove_track(i);
			i--;
			continue;
		}
		if (!prop_exists || p_animation->track_get_type(i) != Animation::TYPE_VALUE || !cleanup_keys->is_pressed()) {
			continue;