### 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
n = p_node;
		while (n != common_parent) {
			path.push_back(n->get_name());
			n = n->data.parent;
		}
		n = this;
		while (n != common_parent) {
			path.push_back(up);
			n = n->data.parent;
		}
	}
	path.reverse();
	return NodePath(path, false);
}
NodePath Node::get_path() const {
	ERR_FAIL_COND_V_MSG(!is_inside_tree(), NodePath(), "Cannot get path of node as it is not in a scene tree.");
	if (data.path_cache) {
		return *data.path_cache;
	}
	const Node *n = this;
	Vector<StringName> path;
	while (n) {
		path.push_back(n->get_name());
		n = n->data.parent;
	}
	path.reverse();
	data.path_cache = memnew(NodePath(path, true));
	return *data.path_cache;
}
bool Node::is_in_group(const StringName &p_identifier) const {