### 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.
Dictionary d = p_data;
	if (!d.has("type")) {
		return false;
	}
	String type = d["type"];
	if (type != "animation_track") {
		return false;
	}
	
	if (get_editor()->is_grouping_tracks()) {
		String base_path = animation->track_get_path(track);
		base_path = base_path.get_slice(":", 0); 
		if (d["group"] != base_path) {
			return false;
		}
	}
	if (p_point.y < get_size().height / 2) {
		dropping_at = -1;
	} else {
		dropping_at = 1;
	}
	const_cast<AnimationTrackEdit *>(this)->queue_redraw();
	return true;
}
void AnimationTrackEdit::drop_data(const Point2 &p_point, const Variant &p_data) {