### 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
List<PropertyInfo> props;
	p_resource->get_property_list(&props);
	for (const PropertyInfo &E : props) {
		if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
			continue;
		}
		Variant v = p_resource->get(E.name);
		if (v.is_ref_counted()) {
			Ref<Resource> res = v;
			if (res.is_valid()) {
				if (p_resource_remap.has(res)) {
					p_resource->set(E.name, p_resource_remap[res]);
					remap_nested_resources(res, p_resource_remap);
				}
			}
		}
	}
}
#endif
// Duplication of signals must happen after all the node descendants have been copied,
// because re-targeting of connections from some descendant to another is not possible
// if the emitter node comes later in tree order than the receiver
void Node::_duplicate_signals(const Node *p_original, Node *p_copy) const {