### 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
int enabled_notification = 0;
	if (prev_enabled && !next_enabled) {
		enabled_notification = NOTIFICATION_DISABLED;
	} else if (!prev_enabled && next_enabled) {
		enabled_notification = NOTIFICATION_ENABLED;
	}
	_propagate_process_owner(data.process_owner, pause_notification, enabled_notification);
#ifdef TOOLS_ENABLED
	
	
	if (Engine::get_singleton()->is_editor_hint()) {
		get_tree()->emit_signal(SNAME("tree_process_mode_changed"));
	}
#endif
}
void Node::_propagate_pause_notification(bool p_enable) {
	bool prev_can_process = _can_process(!p_enable);
	bool next_can_process = _can_process(p_enable);
	if (prev_can_process && !next_can_process) {
		notification(NOTIFICATION_PAUSED);
	} else if (!prev_can_process && next_can_process) {
		notification(NOTIFICATION_UNPAUSED);
	}
	data.blocked++;
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_pause_notification(p_enable);
	}
	data.blocked--;
}
Node::ProcessMode Node::get_process_mode() const {