### 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_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 {