### 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_type.is_empty() || cptr[i]->is_class(p_type)) {
				ret.append(cptr[i]);
			} else if (cptr[i]->get_script_instance()) {
				Ref<Script> scr = cptr[i]->get_script_instance()->get_script();
				while (scr.is_valid()) {
					if ((ScriptServer::is_global_class(p_type) && ScriptServer::get_global_class_path(p_type) == scr->get_path()) || p_type == scr->get_path()) {
						ret.append(cptr[i]);
						break;
					}
					scr = scr->get_base_script();
				}
			}
		}
		if (p_recursive) {
			ret.append_array(cptr[i]->find_children(p_pattern, p_type, true, p_owned));
		}
	}
	return ret;
}
void Node::reparent(Node *p_parent, bool p_keep_global_transform) {
	ERR_THREAD_GUARD
	ERR_FAIL_NULL(p_parent);
	ERR_FAIL_NULL_MSG(data.parent, "Node needs a parent to be reparented.");
	if (p_parent == data.parent) {
		return;
	}
	data.parent->remove_child(this);
	p_parent->add_child(this);
}
Node *Node::get_parent() const {