### 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(false);
	return data.grouped.has(p_identifier);
}
void Node::add_to_group(const StringName &p_identifier, bool p_persistent) {
	ERR_THREAD_GUARD
	ERR_FAIL_COND(!p_identifier.operator String().length());
	if (data.grouped.has(p_identifier)) {
		return;
	}
	GroupData gd;
	if (data.tree) {
		gd.group = data.tree->add_to_group(p_identifier, this);
	} else {
		gd.group = nullptr;
	}
	gd.persistent = p_persistent;
	data.grouped[p_identifier] = gd;
}
void Node::remove_from_group(const StringName &p_identifier) {