### 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
break;
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	}
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	int name_last_index = name_string.length() - nnsep.length() - nums.length();
	
	if (nums.length() > 0 && name_string.substr(name_last_index, nnsep.length()) == nnsep) {
		name_string = name_string.substr(0, name_last_index + nnsep.length());
	} else {
		nums = "";
	}
	for (;;) {
		StringName attempt = name_string + nums;
		existing = data.children.getptr(attempt);
		bool exists = existing != nullptr && *existing != p_child;
		if (!exists) {
			name = attempt;
			return;
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			if (nums.length() == 0) {
				
				nums = "2";
				name_string += nnsep; 
			} else {
				nums = increase_numeric_string(nums);
			}
		}
	}
}
Node::InternalMode Node::get_internal_mode() const {