### 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
ERR_FAIL_NULL_V(p_node, false);
	Node *p = p_node->data.parent;
	while (p) {
		if (p == this) {
			return true;
		}
		p = p->data.parent;
	}
	return false;
}
bool Node::is_greater_than(const Node *p_node) const {
	ERR_FAIL_NULL_V(p_node, false);
	ERR_FAIL_COND_V(!data.inside_tree, false);
	ERR_FAIL_COND_V(!p_node->data.inside_tree, false);
	ERR_FAIL_COND_V(data.depth < 0, false);
	ERR_FAIL_COND_V(p_node->data.depth < 0, false);
	_update_children_cache();
	int *this_stack = (int *)alloca(sizeof(int) * data.depth);
	int *that_stack = (int *)alloca(sizeof(int) * p_node->data.depth);
	const Node *n = this;
	int idx = data.depth - 1;
	while (n) {
		ERR_FAIL_INDEX_V(idx, data.depth, false);
		this_stack[idx--] = n->get_index();
		n = n->data.parent;
	}