### 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.owner == p_by) {
		p_owned->push_back(this);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->get_owned_by(p_by, p_owned);
	}
}
void Node::_set_owner_nocheck(Node *p_owner) {
	if (data.owner == p_owner) {
		return;
	}
	ERR_FAIL_COND(data.owner);
	data.owner = p_owner;
	data.owner->data.owned.push_back(this);
	data.OW = data.owner->data.owned.back();
	owner_changed_notify();
}
void Node::_release_unique_name_in_owner() {
	ERR_FAIL_NULL(data.owner); 
	StringName key = StringName(UNIQUE_NODE_PREFIX + data.name.operator String());
	Node **which = data.owner->data.owned_unique_nodes.getptr(key);
	if (which == nullptr || *which != this) {
		return; 
	}
	data.owner->data.owned_unique_nodes.erase(key);
}
void Node::_acquire_unique_name_in_owner() {