### 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
BIND_ENUM_CONSTANT(PROCESS_THREAD_GROUP_SUB_THREAD);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES_PHYSICS);
	BIND_BITFIELD_FLAG(FLAG_PROCESS_THREAD_MESSAGES_ALL);
	BIND_ENUM_CONSTANT(DUPLICATE_SIGNALS);
	BIND_ENUM_CONSTANT(DUPLICATE_GROUPS);
	BIND_ENUM_CONSTANT(DUPLICATE_SCRIPTS);
	BIND_ENUM_CONSTANT(DUPLICATE_USE_INSTANTIATION);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_DISABLED);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_FRONT);
	BIND_ENUM_CONSTANT(INTERNAL_MODE_BACK);
	ADD_SIGNAL(MethodInfo("ready"));
	ADD_SIGNAL(MethodInfo("renamed"));
	ADD_SIGNAL(MethodInfo("tree_entered"));
	ADD_SIGNAL(MethodInfo("tree_exiting"));
	ADD_SIGNAL(MethodInfo("tree_exited"));
	ADD_SIGNAL(MethodInfo("child_entered_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_SIGNAL(MethodInfo("child_exiting_tree", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_SIGNAL(MethodInfo("child_order_changed"));
	ADD_SIGNAL(MethodInfo("replacing_by", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT, "Node")));
	ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_name", "get_name");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "unique_name_in_owner", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_unique_name_in_owner", "is_unique_name_in_owner");
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_file_path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_scene_file_path", "get_scene_file_path");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", PROPERTY_USAGE_NONE), "set_owner", "get_owner");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", PROPERTY_USAGE_NONE), "", "get_multiplayer");
	ADD_GROUP("Process", "process_");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Inherit,Pausable,When Paused,Always,Disabled"), "set_process_mode", "get_process_mode");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_priority"), "set_process_priority", "get_process_priority");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_physics_priority"), "set_physics_process_priority", "get_physics_process_priority");
	ADD_SUBGROUP("Thread Group", "process_thread");