### 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)

ERR_FAIL_INDEX(p_idx, tracks.size());
	ERR_FAIL_COND(tracks[p_idx]->type != TYPE_VALUE);
	ValueTrack *vt = static_cast<ValueTrack *>(tracks[p_idx]);
	if (vt->values.size() == 0) {
		return;
	}
	Variant::Type type = vt->values[0].value.get_type();
	
	bool is_using_angle = vt->interpolation == Animation::INTERPOLATION_LINEAR_ANGLE || vt->interpolation == Animation::INTERPOLATION_CUBIC_ANGLE;
	int i = 0;
	while (i < vt->values.size() - 2) {
		bool erase = false;
		switch (type) {
			case Variant::FLOAT: {
				TKey<float> t0;
				TKey<float> t1;
				TKey<float> t2;
				t0.time = vt->values[i].time;
				t1.time = vt->values[i + 1].time;
				t2.time = vt->values[i + 2].time;
				t0.value = vt->values[i].value;
				t1.value = vt->values[i + 1].value;
				t2.value = vt->values[i + 2].value;
				if (is_using_angle) {
					float diff1 = fmod(t1.value - t0.value, Math_TAU);