### 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. 
return next_source_id;
}
void TileSet::_update_terrains_cache() {
	if (terrains_cache_dirty) {
		
		per_terrain_pattern_tiles.resize(terrain_sets.size());
		for (int i = 0; i < (int)per_terrain_pattern_tiles.size(); i++) {
			per_terrain_pattern_tiles[i].clear();
		}
		for (const KeyValue<int, Ref<TileSetSource>> &kv : sources) {
			Ref<TileSetSource> source = kv.value;
			Ref<TileSetAtlasSource> atlas_source = source;
			if (atlas_source.is_valid()) {
				for (int tile_index = 0; tile_index < source->get_tiles_count(); tile_index++) {
					Vector2i tile_id = source->get_tile_id(tile_index);
					for (int alternative_index = 0; alternative_index < source->get_alternative_tiles_count(tile_id); alternative_index++) {
						int alternative_id = source->get_alternative_tile_id(tile_id, alternative_index);
						
						TileData *tile_data = atlas_source->get_tile_data(tile_id, alternative_id);
						int terrain_set = tile_data->get_terrain_set();
						if (terrain_set >= 0) {
							TileMapCell cell;
							cell.source_id = kv.key;
							cell.set_atlas_coords(tile_id);
							cell.alternative_tile = alternative_id;
							TileSet::TerrainsPattern terrains_pattern = tile_data->get_terrains_pattern();
							
							if (terrains_pattern.get_terrain() >= 0) {