### 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.parent_owned;
}
void Node::set_display_folded(bool p_folded) {
	ERR_THREAD_GUARD
	data.display_folded = p_folded;
}
bool Node::is_displayed_folded() const {
	return data.display_folded;
}
bool Node::is_ready() const {
	return !data.ready_first;
}
void Node::request_ready() {
	ERR_THREAD_GUARD
	data.ready_first = true;
}
void Node::_call_input(const Ref<InputEvent> &p_event) {
	if (p_event->get_device() != InputEvent::DEVICE_ID_INTERNAL) {
		GDVIRTUAL_CALL(_input, p_event);
	}
	if (!is_inside_tree() || !get_viewport() || get_viewport()->is_input_handled()) {
		return;
	}
	input(p_event);
}
void Node::_call_shortcut_input(const Ref<InputEvent> &p_event) {