### Godot version

v4.2.dev3.mono.official [013e8e3af]

### System information

Windows 11, Godot 4.2-dev3

### Issue description

I wanted to create a Tween that interpolates a method in value range of a long type (64 bit). When the tweened method gets called with values outside the "classical" 32 bit number range (-2147483647 till 2147483647) the method gets only a constant value of -2147483647.

Surprisingly the last call of the tween passes in the correct value then.

### Steps to reproduce

Use the code snippet on any Node C# script (it was a control node in my case):
```
public partial class CurrencyView : Control
{
	public override void _Ready()
	{
		this.SetValue(long.MaxValue);
	}
	
	
	public void SetValue(long value)
	{
		Tween tween = this.CreateTween();
		tween.TweenMethod(new Callable(this, MethodName.OnValueTweener), 0L, value, 0.8d);
	}


	private void OnValueTweener(long value)
	{
		GD.Print(value);
	}
}
```

Then just run any scene with a node in it that has this script attached.
You should see log with the wrong numbers:
```
-2147483648
-2147483648
-2147483648
-2147483648
-2147483648
-2147483648
9223372036854775807
```

### Minimal reproduction project

[tween-bug-project.zip](https://github.com/godotengine/godot/files/12508074/tween-bug-project.zip)

default: {
			ERR_FAIL_V(Vector3i()); 
		} break;
	}
	return values;
}
struct AnimationCompressionBufferBitsRead {
	uint32_t buffer = 0;
	uint32_t used = 0;
	const uint8_t *src_data = nullptr;
	_FORCE_INLINE_ uint32_t read(uint32_t p_bits) {
		uint32_t output = 0;
		uint32_t written = 0;
		while (p_bits > 0) {
			if (used == 0) {
				used = 8;
				buffer = *src_data;
				src_data++;
			}
			uint32_t to_write = MIN(used, p_bits);
			output |= (buffer & ((1 << to_write) - 1)) << written;
			buffer >>= to_write;
			used -= to_write;
			p_bits -= to_write;
			written += to_write;
		}
		return output;
	}
};
void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tolerance) {