### 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
switch (p_notification) {
		case NOTIFICATION_PROCESS: {
			GDVIRTUAL_CALL(_process, get_process_delta_time());
		} break;
		case NOTIFICATION_PHYSICS_PROCESS: {
			GDVIRTUAL_CALL(_physics_process, get_physics_process_delta_time());
		} break;
		case NOTIFICATION_ENTER_TREE: {
			ERR_FAIL_NULL(get_viewport());
			ERR_FAIL_NULL(get_tree());
			
			if (data.process_mode == PROCESS_MODE_INHERIT) {
				if (data.parent) {
					data.process_owner = data.parent->data.process_owner;
				} else {
					ERR_PRINT("The root node can't be set to Inherit process mode, reverting to Pausable instead.");
					data.process_mode = PROCESS_MODE_PAUSABLE;
					data.process_owner = this;