### 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
String pf = p_function;
	if ((pf == "has_node" || pf == "get_node") && p_idx == 0) {
		_add_nodes_to_options(this, this, r_options);
	}
	Object::get_argument_options(p_function, p_idx, r_options);
}
void Node::clear_internal_tree_resource_paths() {
	clear_internal_resource_paths();
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->clear_internal_tree_resource_paths();
	}
}
PackedStringArray Node::get_configuration_warnings() const {
	ERR_THREAD_GUARD_V(PackedStringArray());
	PackedStringArray ret;
	Vector<String> warnings;
	if (GDVIRTUAL_CALL(_get_configuration_warnings, warnings)) {
		ret.append_array(warnings);
	}
	return ret;
}
String Node::get_configuration_warnings_as_string() const {