### 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.scene_file_path;
}
void Node::set_editor_description(const String &p_editor_description) {
	ERR_THREAD_GUARD
	if (data.editor_description == p_editor_description) {
		return;
	}
	data.editor_description = p_editor_description;
	if (Engine::get_singleton()->is_editor_hint() && is_inside_tree()) {
		// Update tree so the tooltip in the Scene tree dock is also updated in the editor.
		get_tree()->tree_changed();
	}
}
String Node::get_editor_description() const {
	return data.editor_description;
}
void Node::set_editable_instance(Node *p_node, bool p_editable) {
	ERR_THREAD_GUARD
	ERR_FAIL_NULL(p_node);
	ERR_FAIL_COND(!is_ancestor_of(p_node));
	if (!p_editable) {
		p_node->data.editable_instance = false;
		// Avoid this flag being needlessly saved;
		// also give more visual feedback if editable children are re-enabled
		set_display_folded(false);
	} else {
		p_node->data.editable_instance = true;
	}
}
bool Node::is_editable_instance(const Node *p_node) const {