### 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 get_node_or_null(p_path) != nullptr;
}
Node *Node::find_child(const String &p_pattern, bool p_recursive, bool p_owned) const {
	ERR_THREAD_GUARD_V(nullptr);
	ERR_FAIL_COND_V(p_pattern.is_empty(), nullptr);
	_update_children_cache();
	Node *const *cptr = data.children_cache.ptr();
	int ccount = data.children_cache.size();
	for (int i = 0; i < ccount; i++) {
		if (p_owned && !cptr[i]->data.owner) {
			continue;
		}
		if (cptr[i]->data.name.operator String().match(p_pattern)) {
			return cptr[i];
		}
		if (!p_recursive) {
			continue;
		}
		Node *ret = cptr[i]->find_child(p_pattern, true, p_owned);
		if (ret) {
			return ret;
		}
	}
	return nullptr;
}
TypedArray<Node> Node::find_children(const String &p_pattern, const String &p_type, bool p_recursive, bool p_owned) const {