### Godot version

v4.0.beta12.mono.official

### System information

Linux 6.1.6-arch1-1

### Issue description

When creating TileSets from code, the TileSet's `add_source(source: TileSetSource, atlas_source_id_override: int = -1)` method is supposed to accept gdscript int (which is a signed 64-bit int), however feeding it with integers above C++ signed int (>2147483647) will result in a failure - in fact the actual return int (which is supposed to be the source_id override) is equal to 0 and not -1 as method description implies should be the case when the source could not be added. 

PS. Why do I need such huge numbers for tileset sources? I'm adding tilesets from a set of config text files and I'm hashing some parameters from it (via String `hash()` method which returns a 32-bit int) to use as a source_id for the tile set source. I will workaround that one way or another, of course, it's only marginally annoying :) 




### Steps to reproduce

```
var tileset : TileSet = TileSet.new()
var tileset_source : TileSetAtlasSource = TileSetAtlasSource.new()
	
var result : int 
	
result = tileset.add_source(tileset_source, 2147483647)
print("Adding source ID 2147483647 (int) -> ", result) # OK for signed int
	
result = tileset.add_source(tileset_source, 2147483648)
print("Adding source ID 2147483648 (signed int +1) -> ", result) # NOK 
```

![image](https://user-images.githubusercontent.com/16452779/212549500-f5fbdf2b-1643-4874-ae49-19908cab55f4.png)


### Minimal reproduction project

N/A
Simple code to reproduce as depicted above. 
if (tile_meshes_dirty) {
		Vector<Vector2> shape = get_tile_shape_polygon();
		Vector<Vector2> uvs;
		uvs.resize(shape.size());
		for (int i = 0; i < shape.size(); i++) {
			uvs.write[i] = shape[i] + Vector2(0.5, 0.5);
		}
		Vector<Color> colors;
		colors.resize(shape.size());
		colors.fill(Color(1.0, 1.0, 1.0, 1.0));
		
		tile_filled_mesh->clear_surfaces();
		Array a;
		a.resize(Mesh::ARRAY_MAX);
		a[Mesh::ARRAY_VERTEX] = shape;
		a[Mesh::ARRAY_TEX_UV] = uvs;
		a[Mesh::ARRAY_COLOR] = colors;
		a[Mesh::ARRAY_INDEX] = Geometry2D::triangulate_polygon(shape);
		tile_filled_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
		
		tile_lines_mesh->clear_surfaces();
		a.clear();
		a.resize(Mesh::ARRAY_MAX);
		
		shape.push_back(shape[0]);
		colors.push_back(colors[0]);
		a[Mesh::ARRAY_VERTEX] = shape;
		a[Mesh::ARRAY_COLOR] = colors;