Why are my ordered data stores keys small negative integers? I.E. -2

I am attempting to make a global leaderboard and my leaderboard works fine but for some reason when I print out one of my ordered data store keys it prints out -2 instead of an actual userId even though I set the key correctly. Here is my current code.

local Leaderboards = {}

local DataStoreService = game:GetService("DataStoreService")

local ProfileController = require(script.Parent.ProfileController)

local MathUtil = require(game:GetService("ReplicatedStorage"):WaitForChild("Utilities").MathUtil)

local CoinsStore = DataStoreService:GetOrderedDataStore("CoinStore")
local RebirthStore = DataStoreService:GetOrderedDataStore("RebirthStore")

function Leaderboards:UpdateLeaderboards()  
    local CoinsPage
    local RebirthPage

    for _,player in pairs(game.Players:GetPlayers()) do
        pcall(function()
            local ProfileController = ProfileController:getProfileManager(player)
            CoinsStore:SetAsync(player.UserId, MathUtil.compress(ProfileController:getStat("TotalCoins", "PlayerStats")))
            RebirthStore:SetAsync(player.UserId, MathUtil.compress(ProfileController:getStat("Rebirths", "PlayerStats")))
        end)
    end

    wait(15)

    local success, err = pcall(function()
        local pages = CoinsStore:GetSortedAsync(false, 25)
        CoinsPage = pages:GetCurrentPage()

        pages = RebirthStore:GetSortedAsync(false, 25)
        RebirthPage = pages:GetCurrentPage()
    end)

    if not success then
        error(err)
    end

    for _,v in pairs(workspace.Leaderboards.Coins:GetChildren()) do
        for _,v in pairs(v.UIPart.SurfaceGui.Main:GetChildren()) do
            if v:IsA("Frame") then
                v:Destroy()
            end
        end
    end   
    
    for _,v in pairs(workspace.Leaderboards.Rebirths:GetChildren()) do
        for _,v in pairs(v.UIPart.SurfaceGui.Main:GetChildren()) do
            if v:IsA("Frame") then
                v:Destroy()
            end
        end
    end    

    for rank, data in ipairs(CoinsPage) do
        for _,v in pairs(workspace.Leaderboards.Coins:GetChildren()) do
            local PlayerTemplate = game:GetService("ServerStorage").UIElements.Leaderboards.PlayerTemplate:Clone()
            PlayerTemplate.Parent = v.UIPart.SurfaceGui.Main
			local success, err = pcall(function()
				print(data.key)
                PlayerTemplate.PlayerName.Text = game.Players:GetNameFromUserIdAsync(data.key)
                PlayerTemplate.Rank.Text = "#"..rank
                PlayerTemplate.Amount.Text = MathUtil.Abbreviate(MathUtil.Decompress(data.value))

                local content, isReady = game.Players:GetUserThumbnailAsync(data.key, Enum.ThumbnailType.AvatarThumbnail, Enum.ThumbnailSize.Size420x420)

                PlayerTemplate.PlayerIcon.Image = content
            end)

            if not success then
                error(err)
            end
        end
    end

    for rank, data in ipairs(RebirthPage) do
        for _,v in pairs(workspace.Leaderboards.Rebirths:GetChildren()) do
            local PlayerTemplate = game:GetService("ServerStorage").UIElements.Leaderboards.PlayerTemplate:Clone()
            PlayerTemplate.Parent = v.UIPart.SurfaceGui.Main
            local success, err = pcall(function()
                PlayerTemplate.PlayerName.Text = game.Players:GetNameFromUserIdAsync(data.key)
                PlayerTemplate.Rank.Text = "#"..rank
                PlayerTemplate.Amount.Text = MathUtil.Abbreviate(MathUtil.Decompress(data.value))

                local content, isReady = game.Players:GetUserThumbnailAsync(data.key, Enum.ThumbnailType.AvatarThumbnail, Enum.ThumbnailSize.Size420x420)

                PlayerTemplate.PlayerIcon.Image = content
            end)

            if not success then
                error(err)
            end
        end
    end
end

return Leaderboards

Here is my output wich you can see its printing -2.
Help

My first thought is that the id is the userid’s for Player1 and Player2 when I use a test server but want to make sure so Im not forgetting anything.

After looking at the ID’s of player1 and player2 in a testing server, I found out the ID’s are -1 and -2 so I will simply have to check if the Id is a negative number.