### 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
return data.physics_process;
}
void Node::set_physics_process_internal(bool p_process_internal) {
	ERR_THREAD_GUARD
	if (data.physics_process_internal == p_process_internal) {
		return;
	}
	if (!is_inside_tree()) {
		data.physics_process_internal = p_process_internal;
		return;
	}
	if (_is_any_processing()) {
		_remove_from_process_thread_group();
	}
	data.physics_process_internal = p_process_internal;
	if (_is_any_processing()) {
		_add_to_process_thread_group();
	}
}
bool Node::is_physics_processing_internal() const {
	return data.physics_process_internal;
}
void Node::set_process_mode(ProcessMode p_mode) {