### 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
}
			if (GDVIRTUAL_IS_OVERRIDDEN(_physics_process)) {
				set_physics_process(true);
			}
			GDVIRTUAL_CALL(_ready);
		} break;
		case NOTIFICATION_POSTINITIALIZE: {
			data.in_constructor = false;
		} break;
		case NOTIFICATION_PREDELETE: {
			if (data.inside_tree && !Thread::is_main_thread()) {
				cancel_free();
				ERR_PRINT("Attempted to free a node that is currently added to the SceneTree from a thread. This is not permitted, use queue_free() instead. Node has not been freed.");
				return;
			}
			if (data.owner) {
				_clean_up_owner();
			}
			if (data.parent) {
				data.parent->remove_child(this);
			}
			
			while (data.children.size()) {
				Node *child = data.children.last()->value; 
				memdelete(child);
			}
		} break;
	}
}
void Node::_propagate_ready() {