### 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
ERR_THREAD_GUARD_V(0);
	_update_children_cache();
	if (p_include_internal) {
		return data.children_cache.size();
	} else {
		return data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache;
	}
}
Node *Node::get_child(int p_index, bool p_include_internal) const {
	ERR_THREAD_GUARD_V(nullptr);
	_update_children_cache();
	if (p_include_internal) {
		if (p_index < 0) {
			p_index += data.children_cache.size();
		}
		ERR_FAIL_INDEX_V(p_index, (int)data.children_cache.size(), nullptr);
		return data.children_cache[p_index];
	} else {
		if (p_index < 0) {
			p_index += (int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache;
		}
		ERR_FAIL_INDEX_V(p_index, (int)data.children_cache.size() - data.internal_children_front_count_cache - data.internal_children_back_count_cache, nullptr);
		p_index += data.internal_children_front_count_cache;
		return data.children_cache[p_index];
	}
}
TypedArray<Node> Node::get_children(bool p_include_internal) const {