### 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)

}
	}
	if (Math::is_zero_approx(delta)) {
		c = 0;
	} else {
		c = from / delta;
	}
	if (p_ok) {
		*p_ok = true;
	}
	real_t tr = p_keys[idx].transition;
	if (tr == 0) {
		
		return p_keys[idx].value;
	}
	if (tr != 1.0) {
		c = Math::ease(c, tr);
	}
	switch (p_interp) {
		case INTERPOLATION_NEAREST: {
			return p_keys[idx].value;
		} break;
		case INTERPOLATION_LINEAR: {
			return _interpolate(p_keys[idx].value, p_keys[next].value, c);
		} break;
		case INTERPOLATION_LINEAR_ANGLE: {
			return _interpolate_angle(p_keys[idx].value, p_keys[next].value, c);
		} break;
		case INTERPOLATION_CUBIC:
		case INTERPOLATION_CUBIC_ANGLE: {