### 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 (name == StringName()) {
		
		name = p_child->get_class();
	}
	const Node *const *existing = data.children.getptr(name);
	if (!existing || *existing == p_child) { 
		return;
	}
	
	String name_string = name;
	String nums;
	for (int i = name_string.length() - 1; i >= 0; i--) {
		char32_t n = name_string[i];
		if (is_digit(n)) {
			nums = String::chr(name_string[i]) + nums;
		} else {