### 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)

int high = len - 1;
	int middle = 0;
#ifdef DEBUG_ENABLED
	if (low > high) {
		ERR_PRINT("low > high, this may be a bug");
	}
#endif
	const K *keys = &p_keys[0];
	while (low <= high) {
		middle = (low + high) / 2;
		if (Math::is_equal_approx(p_time, (double)keys[middle].time)) { 
			return middle;
		} else if (p_time < keys[middle].time) {
			high = middle - 1; 
		} else {
			low = middle + 1; 
		}
	}
	if (!p_backward) {
		if (keys[middle].time > p_time) {
			middle--;
		}
	} else {
		if (keys[middle].time < p_time) {
			middle++;
		}
	}
	return middle;
}
Vector3 Animation::_interpolate(const Vector3 &p_a, const Vector3 &p_b, real_t p_c) const {