### 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
_remove_process_group();
			}
			data.process_thread_group_owner = nullptr;
			data.process_owner = nullptr;
			if (data.path_cache) {
				memdelete(data.path_cache);
				data.path_cache = nullptr;
			}
		} break;
		case NOTIFICATION_PATH_RENAMED: {
			if (data.path_cache) {
				memdelete(data.path_cache);
				data.path_cache = nullptr;
			}
		} break;
		case NOTIFICATION_READY: {
			if (GDVIRTUAL_IS_OVERRIDDEN(_input)) {
				set_process_input(true);
			}
			if (GDVIRTUAL_IS_OVERRIDDEN(_shortcut_input)) {
				set_process_shortcut_input(true);
			}
			if (GDVIRTUAL_IS_OVERRIDDEN(_unhandled_input)) {
				set_process_unhandled_input(true);
			}
			if (GDVIRTUAL_IS_OVERRIDDEN(_unhandled_key_input)) {
				set_process_unhandled_key_input(true);
			}
			if (GDVIRTUAL_IS_OVERRIDDEN(_process)) {
				set_process(true);