### 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.
_redraw_tracks();
	_redraw_groups();
}
void AnimationTrackEditor::_update_step(double p_new_step) {
	if (animation.is_null()) {
		return;
	}
	EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
	undo_redo->create_action(TTR("Change Animation Step"));
	float step_value = p_new_step;
	if (timeline->is_using_fps()) {
		if (step_value != 0.0) {
			step_value = 1.0 / step_value;
		}
		timeline->queue_redraw();
	}
	undo_redo->add_do_method(animation.ptr(), "set_step", step_value);
	undo_redo->add_undo_method(animation.ptr(), "set_step", animation->get_step());
	step->set_block_signals(true);
	undo_redo->commit_action();
	step->set_block_signals(false);
	emit_signal(SNAME("animation_step_changed"), step_value);
}
void AnimationTrackEditor::_update_length(double p_new_len) {