### 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 (this == p_node) {
		return const_cast<Node *>(p_node);
	}
	HashSet<const Node *> visited;
	const Node *n = this;
	while (n) {
		visited.insert(n);
		n = n->data.parent;
	}
	const Node *common_parent = p_node;
	while (common_parent) {
		if (visited.has(common_parent)) {
			break;
		}
		common_parent = common_parent->data.parent;
	}
	if (!common_parent) {
		return nullptr;
	}
	return const_cast<Node *>(common_parent);
}
NodePath Node::get_path_to(const Node *p_node, bool p_use_unique_path) const {