Previously, in Godot 3.1 I had something like this to wait for a Tween animation to finish:
await current_screen.tween.tween_completed
Where the tween was a node of the current_screen. Now, as I understand it, we are supposed to create the tween just when we need it (as the documentation suggests). This makes it so the current_screen does not have a tween node and thus no way to know if the tween created inside a function is completed or not.
How can I achieve the same behaviour as with tween_completed in Godot 4?