### 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 (bits_used != 0) {
			ERR_FAIL_COND(bit_buffer > 0xFF); 
			data.push_back(bit_buffer);
		}
		while (data.size() % 4 != 0) {
			data.push_back(0); 
		}
		temp_packets.clear();
		validated_packet_count = 0;
#ifdef DEBUG_PACKET_PUSH
		ERR_FAIL_COND((data.size() - debug_data_size) != debug_packet_push);
#endif
	}
};
struct AnimationCompressionTimeState {
	struct Packet {
		uint32_t frame;
		uint32_t offset;
		uint32_t count;
	};
	LocalVector<Packet> packets;
	
	int32_t key_index = 0;
	int32_t validated_packet_count = 0;
	int32_t validated_key_index = -1;
	bool needs_start_frame = false;
};
Vector3i Animation::_compress_key(uint32_t p_track, const AABB &p_bounds, int32_t p_key, float p_time) {