### 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.
} break;
			}
		}
	}
	return false;
}
void AnimationMultiTrackKeyEdit::_get_property_list(List<PropertyInfo> *p_list) const {
	if (animation.is_null()) {
		return;
	}
	int first_track = -1;
	float first_key = -1.0;
	bool same_track_type = true;
	bool same_key_type = true;
	for (const KeyValue<int, List<float>> &E : key_ofs_map) {
		int track = E.key;
		ERR_FAIL_INDEX(track, animation->get_track_count());
		if (first_track < 0) {
			first_track = track;
		}
		if (same_track_type) {
			if (animation->track_get_type(first_track) != animation->track_get_type(track)) {
				same_track_type = false;
				same_key_type = false;
			}
			for (const float &F : E.value) {
				int key = animation->track_find_key(track, F, Animation::FIND_MODE_APPROX);
				ERR_FAIL_COND(key == -1);
				if (first_key < 0) {
					first_key = key;