### 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)

const int64_t *br = arr_b.ptr();
					Variant va;
					for (int64_t i = 0; i < sz; i++) {
						va = interpolate_variant(ar[i], br[i], c);
						vw[i] = va;
					}
				}
				return v;
			}
		}
		case Variant::PACKED_FLOAT32_ARRAY: {
			const Vector<float> arr_a = a;
			const Vector<float> arr_b = b;
			int sz = arr_a.size();
			if (sz == 0 || arr_b.size() != sz) {
				return a;
			} else {
				Vector<float> v;
				v.resize(sz);
				{
					float *vw = v.ptrw();
					const float *ar = arr_a.ptr();
					const float *br = arr_b.ptr();
					Variant va;
					for (int i = 0; i < sz; i++) {
						va = interpolate_variant(ar[i], br[i], c);
						vw[i] = va;
					}
				}
				return v;