### 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_V(nullptr);
	Node *node = nullptr;
	bool instantiated = false;
	if (Object::cast_to<InstancePlaceholder>(this)) {
		const InstancePlaceholder *ip = Object::cast_to<const InstancePlaceholder>(this);
		InstancePlaceholder *nip = memnew(InstancePlaceholder);
		nip->set_instance_path(ip->get_instance_path());
		node = nip;
	} else if ((p_flags & DUPLICATE_USE_INSTANTIATION) && !get_scene_file_path().is_empty()) {
		Ref<PackedScene> res = ResourceLoader::load(get_scene_file_path());
		ERR_FAIL_COND_V(res.is_null(), nullptr);
		PackedScene::GenEditState edit_state = PackedScene::GEN_EDIT_STATE_DISABLED;
#ifdef TOOLS_ENABLED
		if (p_flags & DUPLICATE_FROM_EDITOR) {
			edit_state = PackedScene::GEN_EDIT_STATE_INSTANCE;
		}
#endif
		node = res->instantiate(edit_state);
		ERR_FAIL_NULL_V(node, nullptr);
		node->set_scene_instance_load_placeholder(get_scene_instance_load_placeholder());
		instantiated = true;
	} else {
		Object *obj = ClassDB::instantiate(get_class());
		ERR_FAIL_NULL_V(obj, nullptr);
		node = Object::cast_to<Node>(obj);
		if (!node) {
			memdelete(obj);
		}
		ERR_FAIL_NULL_V(node, nullptr);