### 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
ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Node::set_process_mode);
	ClassDB::bind_method(D_METHOD("get_process_mode"), &Node::get_process_mode);
	ClassDB::bind_method(D_METHOD("can_process"), &Node::can_process);
	ClassDB::bind_method(D_METHOD("set_process_thread_group", "mode"), &Node::set_process_thread_group);
	ClassDB::bind_method(D_METHOD("get_process_thread_group"), &Node::get_process_thread_group);
	ClassDB::bind_method(D_METHOD("set_process_thread_messages", "flags"), &Node::set_process_thread_messages);
	ClassDB::bind_method(D_METHOD("get_process_thread_messages"), &Node::get_process_thread_messages);
	ClassDB::bind_method(D_METHOD("set_process_thread_group_order", "order"), &Node::set_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("get_process_thread_group_order"), &Node::get_process_thread_group_order);
	ClassDB::bind_method(D_METHOD("set_display_folded", "fold"), &Node::set_display_folded);
	ClassDB::bind_method(D_METHOD("is_displayed_folded"), &Node::is_displayed_folded);
	ClassDB::bind_method(D_METHOD("set_process_internal", "enable"), &Node::set_process_internal);
	ClassDB::bind_method(D_METHOD("is_processing_internal"), &Node::is_processing_internal);
	ClassDB::bind_method(D_METHOD("set_physics_process_internal", "enable"), &Node::set_physics_process_internal);
	ClassDB::bind_method(D_METHOD("is_physics_processing_internal"), &Node::is_physics_processing_internal);
	ClassDB::bind_method(D_METHOD("get_window"), &Node::get_window);
	ClassDB::bind_method(D_METHOD("get_last_exclusive_window"), &Node::get_last_exclusive_window);
	ClassDB::bind_method(D_METHOD("get_tree"), &Node::get_tree);
	ClassDB::bind_method(D_METHOD("create_tween"), &Node::create_tween);
	ClassDB::bind_method(D_METHOD("duplicate", "flags"), &Node::duplicate, DEFVAL(DUPLICATE_USE_INSTANTIATION | DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS));
	ClassDB::bind_method(D_METHOD("replace_by", "node", "keep_groups"), &Node::replace_by, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("set_scene_instance_load_placeholder", "load_placeholder"), &Node::set_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("get_scene_instance_load_placeholder"), &Node::get_scene_instance_load_placeholder);
	ClassDB::bind_method(D_METHOD("set_editable_instance", "node", "is_editable"), &Node::set_editable_instance);
	ClassDB::bind_method(D_METHOD("is_editable_instance", "node"), &Node::is_editable_instance);
	ClassDB::bind_method(D_METHOD("get_viewport"), &Node::get_viewport);
	ClassDB::bind_method(D_METHOD("queue_free"), &Node::queue_free);
	ClassDB::bind_method(D_METHOD("request_ready"), &Node::request_ready);
	ClassDB::bind_method(D_METHOD("is_node_ready"), &Node::is_ready);
	ClassDB::bind_method(D_METHOD("set_multiplayer_authority", "id", "recursive"), &Node::set_multiplayer_authority, DEFVAL(true));