### 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
print_line(String(p_node->get_path_to(this)));
	_update_children_cache();
	for (uint32_t i = 0; i < data.children_cache.size(); i++) {
		data.children_cache[i]->_print_tree(p_node);
	}
}
void Node::_propagate_reverse_notification(int p_notification) {
	data.blocked++;
	for (HashMap<StringName, Node *>::Iterator I = data.children.last(); I; --I) {
		I->value->_propagate_reverse_notification(p_notification);
	}
	notification(p_notification, true);
	data.blocked--;
}
void Node::_propagate_deferred_notification(int p_notification, bool p_reverse) {
	ERR_FAIL_COND(!is_inside_tree());
	data.blocked++;
	if (!p_reverse) {
		MessageQueue::get_singleton()->push_notification(this, p_notification);
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_deferred_notification(p_notification, p_reverse);
	}
	if (p_reverse) {
		MessageQueue::get_singleton()->push_notification(this, p_notification);
	}
	data.blocked--;
}
void Node::propagate_notification(int p_notification) {