### 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)

int csize = sa_len + (sb_len - sa_len) * c;
			if (csize == 0) {
				return "";
			}
			dst.resize(csize + 1);
			dst[csize] = 0;
			int split = csize / 2;
			for (int i = 0; i < csize; i++) {
				char32_t chr = ' ';
				if (i < split) {
					if (i < sa.length()) {
						chr = sa[i];
					} else if (i < sb.length()) {
						chr = sb[i];
					}
				} else {
					if (i < sb.length()) {
						chr = sb[i];
					} else if (i < sa.length()) {
						chr = sa[i];
					}
				}
				dst[i] = chr;
			}
			return dst;
		}
		case Variant::PACKED_INT32_ARRAY: {
			const Vector<int32_t> arr_a = a;
			const Vector<int32_t> arr_b = b;
			int32_t sz = arr_a.size();