### 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.rpc_config;
}
Error Node::_rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (p_argcount < 1) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 1;
		return ERR_INVALID_PARAMETER;
	}
	Variant::Type type = p_args[0]->get_type();
	if (type != Variant::STRING_NAME && type != Variant::STRING) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::STRING_NAME;
		return ERR_INVALID_PARAMETER;
	}
	StringName method = (*p_args[0]).operator StringName();
	Error err = rpcp(0, method, &p_args[1], p_argcount - 1);
	r_error.error = Callable::CallError::CALL_OK;
	return err;
}
Error Node::_rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {