### 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
	bool current_pinned = false;
	Array pinned = get_meta("_edit_pinned_properties_", Array());
	StringName psa = get_property_store_alias(p_property);
	current_pinned = pinned.has(psa);
	if (current_pinned != p_pinned) {
		if (p_pinned) {
			pinned.append(psa);
		} else {
			pinned.erase(psa);
		}
	}
	if (pinned.is_empty()) {
		remove_meta("_edit_pinned_properties_");
	} else {
		set_meta("_edit_pinned_properties_", pinned);
	}
}
bool Node::is_property_pinned(const StringName &p_property) const {
	Array pinned = get_meta("_edit_pinned_properties_", Array());
	StringName psa = get_property_store_alias(p_property);
	return pinned.has(psa);
}
StringName Node::get_property_store_alias(const StringName &p_property) const {