### 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)

```
ERR_FAIL_COND_V(!compression.enabled, -1);
	ERR_FAIL_UNSIGNED_INDEX_V(p_compressed_track, compression.bounds.size(), -1);
	int key_count = 0;
	for (const Compression::Page &page : compression.pages) {
		const uint8_t *page_data = page.data.ptr();
		
		const uint32_t *indices = (const uint32_t *)page_data;
		const uint16_t *time_keys = (const uint16_t *)&page_data[indices[p_compressed_track * 3 + 0]];
		uint32_t time_key_count = indices[p_compressed_track * 3 + 1];
		for (uint32_t j = 0; j < time_key_count; j++) {
			key_count += (time_keys[j * 2 + 1] >> 12) + 1;
		}
	}
	return key_count;
}
Quaternion Animation::_uncompress_quaternion(const Vector3i &p_value) const {
	Vector3 axis = Vector3::octahedron_decode(Vector2(float(p_value.x) / 65535.0, float(p_value.y) / 65535.0));
	float angle = (float(p_value.z) / 65535.0) * 2.0 * Math_PI;
	return Quaternion(axis, angle);
}
Vector3 Animation::_uncompress_pos_scale(uint32_t p_compressed_track, const Vector3i &p_value) const {
	Vector3 pos_norm(float(p_value.x) / 65535.0, float(p_value.y) / 65535.0, float(p_value.z) / 65535.0);
	return compression.bounds[p_compressed_track].position + pos_norm * compression.bounds[p_compressed_track].size;
}
float Animation::_uncompress_blend_shape(const Vector3i &p_value) const {
	float bsn = float(p_value.x) / 65535.0;
	return (bsn * 2.0 - 1.0) * float(Compression::BLEND_SHAPE_RANGE);
}
template <uint32_t COMPONENTS>
bool Animation::_fetch_compressed_by_index(uint32_t p_compressed_track, int p_index, Vector3i &r_value, double &r_time) const {