### 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
ProcessMode process_mode;
	if (data.process_mode == PROCESS_MODE_INHERIT) {
		if (!data.process_owner) {
			process_mode = PROCESS_MODE_PAUSABLE;
		} else {
			process_mode = data.process_owner->data.process_mode;
		}
	} else {
		process_mode = data.process_mode;
	}
	return (process_mode != PROCESS_MODE_DISABLED);
}
bool Node::is_enabled() const {
	ERR_FAIL_COND_V(!is_inside_tree(), false);
	return _is_enabled();
}
double Node::get_physics_process_delta_time() const {
	if (data.tree) {
		return data.tree->get_physics_process_time();
	} else {
		return 0;
	}
}
double Node::get_process_delta_time() const {