### 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
if (!p_node) {
		return false; // Easier, null is never editable. :)
	}
	ERR_FAIL_COND_V(!is_ancestor_of(p_node), false);
	return p_node->data.editable_instance;
}
Node *Node::get_deepest_editable_node(Node *p_start_node) const {
	ERR_THREAD_GUARD_V(nullptr);
	ERR_FAIL_NULL_V(p_start_node, nullptr);
	ERR_FAIL_COND_V(!is_ancestor_of(p_start_node), p_start_node);
	Node const *iterated_item = p_start_node;
	Node *node = p_start_node;
	while (iterated_item->get_owner() && iterated_item->get_owner() != this) {
		if (!is_editable_instance(iterated_item->get_owner())) {
			node = iterated_item->get_owner();
		}
		iterated_item = iterated_item->get_owner();
	}
	return node;
}
#ifdef TOOLS_ENABLED
void Node::set_property_pinned(const String &p_property, bool p_pinned) {