### 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 p_property;
}
bool Node::is_part_of_edited_scene() const {
	return Engine::get_singleton()->is_editor_hint() && is_inside_tree() && get_tree()->get_edited_scene_root() &&
			(get_tree()->get_edited_scene_root() == this || get_tree()->get_edited_scene_root()->is_ancestor_of(this));
}
#endif
void Node::get_storable_properties(HashSet<StringName> &r_storable_properties) const {
	ERR_THREAD_GUARD
	List<PropertyInfo> pi;
	get_property_list(&pi);
	for (List<PropertyInfo>::Element *E = pi.front(); E; E = E->next()) {
		if ((E->get().usage & PROPERTY_USAGE_STORAGE)) {
			r_storable_properties.insert(E->get().name);
		}
	}
}
String Node::to_string() {
	ERR_THREAD_GUARD_V(String());
	if (get_script_instance()) {
		bool valid;
		String ret = get_script_instance()->to_string(&valid);
		if (valid) {
			return ret;
		}
	}
	return (get_name() ? String(get_name()) + ":" : "") + Object::to_string();
}
void Node::set_scene_instance_state(const Ref<SceneState> &p_state) {