### Godot version

4.1.stable

### System information

Ubuntu 22.04

### Issue description

When using a Tween with tween_property on a property of class `Basis`, it doesn't seem to update its value. It only changes at the end of the tweening. This issue wasn't in 3.5 for me, and I found [this 3 month old conversation](https://www.reddit.com/r/godot/comments/12bt6us/issue_bug_trying_to_tween_basis_of_a_cube_in/) about the issue.


### Steps to reproduce

Try to tween a `Basis` property, or just run the code bellow

### Minimal reproduction project


This simple code will print the same values for five seconds and then the final value, the tweening doesn't occur.

```
extends Node

var basis = Basis(Vector3.RIGHT, Vector3.UP, Vector3.BACK)
var target_basis = Basis(Vector3.LEFT, Vector3.DOWN, Vector3.FORWARD)

func _ready():
	create_tween().tween_property(self, "basis", target_basis, 5.0)

func _process(delta):
	print(basis)

```
const real_t *rtr = transitions.ptr();
						for (int i = 0; i < valcount; i++) {
							vt->values.write[i].transition = rtr[i];
						}
					}
				}
				return true;
			} else if (track_get_type(track) == TYPE_METHOD) {
				while (track_get_key_count(track)) {
					track_remove_key(track, 0); 
				}
				Dictionary d = p_value;
				ERR_FAIL_COND_V(!d.has("times"), false);
				ERR_FAIL_COND_V(!d.has("values"), false);
				Vector<real_t> times = d["times"];
				Array values = d["values"];
				ERR_FAIL_COND_V(times.size() != values.size(), false);
				if (times.size()) {
					int valcount = times.size();
					const real_t *rt = times.ptr();
					for (int i = 0; i < valcount; i++) {
						track_insert_key(track, rt[i], values[i]);
					}
					if (d.has("transitions")) {
						Vector<real_t> transitions = d["transitions"];
						ERR_FAIL_COND_V(transitions.size() != valcount, false);
						const real_t *rtr = transitions.ptr();
						for (int i = 0; i < valcount; i++) {
							track_set_key_transition(track, i, rtr[i]);
						}