### 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
SceneTree *tree_changed_a = nullptr;
	SceneTree *tree_changed_b = nullptr;
	//ERR_FAIL_COND(p_scene && data.parent && !data.parent->data.scene); //nobug if both are null
	if (data.tree) {
		_propagate_exit_tree();
		tree_changed_a = data.tree;
	}
	data.tree = p_tree;
	if (data.tree) {
		_propagate_enter_tree();
		if (!data.parent || data.parent->data.ready_notified) { // No parent (root) or parent ready
			_propagate_ready(); //reverse_notification(NOTIFICATION_READY);
		}
		tree_changed_b = data.tree;
	}
	if (tree_changed_a) {
		tree_changed_a->tree_changed();
	}
	if (tree_changed_b) {
		tree_changed_b->tree_changed();
	}
}
#ifdef DEBUG_ENABLED
static HashMap<ObjectID, List<String>> _print_orphan_nodes_map;
static void _print_orphan_nodes_routine(Object *p_obj) {