### 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
#include "node.h"
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/string/print_string.h"
#include "instance_placeholder.h"
#include "scene/animation/tween.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/main/multiplayer_api.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
#include "viewport.h"
#include <stdint.h>
int Node::orphan_node_count = 0;
thread_local Node *Node::current_process_thread_group = nullptr;
void Node::_notification(int p_notification) {