### Godot version

4.0.1

### System information

Windows 11

### Issue description

When you have binds set for a given signal in the editor and then duplicate the node with ctrl + D, it does not maintain the bind values; they are simply ignored. I can't imagine this is not a bug, so reporting it. If absolutely needed, I can produce a repro project for this, it's just very simple and probably an obvious bug somewhere in the duplication code.

### Steps to reproduce

1. Create a basic project. (One is not included because the issue requires actually doing the steps, rather than looking at what's there.)
2. Create a Node2D as the root of a scene. Give it an Area2D.
3. Add a script to the Node2D and connect the area_entered signal of Area2D to the Node2D's script, including one or more extra bound values in the advanced editor.
4. Duplicate the Area2D; note that the signal connections themselves are duplicated, but the binds array has not been.

### Minimal reproduction project

N/A
ERR_THREAD_GUARD
	data.blocked++;
	notification(p_notification);
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->propagate_notification(p_notification);
	}
	data.blocked--;
}
void Node::propagate_call(const StringName &p_method, const Array &p_args, const bool p_parent_first) {
	ERR_THREAD_GUARD
	data.blocked++;
	if (p_parent_first && has_method(p_method)) {
		callv(p_method, p_args);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->propagate_call(p_method, p_args, p_parent_first);
	}
	if (!p_parent_first && has_method(p_method)) {
		callv(p_method, p_args);
	}
	data.blocked--;
}
void Node::_propagate_replace_owner(Node *p_owner, Node *p_by_owner) {