### 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
return data.owner;
}
void Node::_clean_up_owner() {
	ERR_FAIL_NULL(data.owner); 
	if (data.unique_name_in_owner) {
		_release_unique_name_in_owner();
	}
	data.owner->data.owned.erase(data.OW);
	data.owner = nullptr;
	data.OW = nullptr;
}
Node *Node::find_common_parent_with(const Node *p_node) const {