### 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
}
			if (data.unhandled_key_input) {
				add_to_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
			}
			get_tree()->nodes_in_tree_count++;
			orphan_node_count--;
		} break;
		case NOTIFICATION_EXIT_TREE: {
			ERR_FAIL_NULL(get_viewport());
			ERR_FAIL_NULL(get_tree());
			get_tree()->nodes_in_tree_count--;
			orphan_node_count++;
			if (data.input) {
				remove_from_group("_vp_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.shortcut_input) {
				remove_from_group("_vp_shortcut_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.unhandled_input) {
				remove_from_group("_vp_unhandled_input" + itos(get_viewport()->get_instance_id()));
			}
			if (data.unhandled_key_input) {
				remove_from_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
			}
			
			if (_is_any_processing()) {
				_remove_from_process_thread_group();
			}
			
			if (data.process_thread_group_owner == this) {