### 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)

return Rect2i(ra.position - rb.position, ra.size - rb.size);
		}
		case Variant::PLANE: {
			const Plane pa = a.operator Plane();
			const Plane pb = b.operator Plane();
			return Plane(pa.normal - pb.normal, pa.d - pb.d);
		}
		case Variant::AABB: {
			const ::AABB aa = a.operator ::AABB();
			const ::AABB ab = b.operator ::AABB();
			return ::AABB(aa.position - ab.position, aa.size - ab.size);
		}
		case Variant::BASIS: {
			return (b.operator Basis()).inverse() * (a.operator Basis());
		}
		case Variant::QUATERNION: {
			return (b.operator Quaternion()).inverse() * (a.operator Quaternion());
		}
		case Variant::TRANSFORM2D: {
			return (b.operator Transform2D()).affine_inverse() * (a.operator Transform2D());
		}
		case Variant::TRANSFORM3D: {
			return (b.operator Transform3D()).affine_inverse() * (a.operator Transform3D());
		}
		default: {
			return Variant::evaluate(Variant::OP_SUBTRACT, a, b);
		}
	}
}
Variant Animation::blend_variant(const Variant &a, const Variant &b, float c) {