### 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 (data.owner) {
		bool found = false;
		Node *parent = data.parent;
		while (parent) {
			if (parent == data.owner) {
				found = true;
				break;
			}
			parent = parent->data.parent;
		}
		if (!found) {
			_clean_up_owner();
		}
	}
	data.blocked++;
	for (HashMap<StringName, Node *>::Iterator I = data.children.last(); I; --I) {
		I->value->_propagate_after_exit_tree();
	}
	data.blocked--;
	emit_signal(SceneStringNames::get_singleton()->tree_exited);
}
void Node::_propagate_exit_tree() {