### 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
get_tree()->_add_process_group(this);
}
void Node::_remove_process_group() {
	get_tree()->_remove_process_group(this);
}
void Node::_remove_from_process_thread_group() {
	get_tree()->_remove_node_from_process_group(this, data.process_thread_group_owner);
}
void Node::_add_to_process_thread_group() {
	get_tree()->_add_node_to_process_group(this, data.process_thread_group_owner);
}
void Node::_remove_tree_from_process_thread_group() {
	if (!is_inside_tree()) {
		return; 
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		if (K.value->data.process_thread_group != PROCESS_THREAD_GROUP_INHERIT) {
			continue;
		}
		K.value->_remove_tree_from_process_thread_group();
	}
	if (_is_any_processing()) {
		_remove_from_process_thread_group();
	}
}
void Node::_add_tree_to_process_thread_group(Node *p_owner) {