### 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_THREAD_GUARD_V(false);
	if (!has_node(p_path)) {
		return false;
	}
	Ref<Resource> res;
	Vector<StringName> leftover_path;
	Node *node = get_node_and_resource(p_path, res, leftover_path, false);
	return node;
}
Array Node::_get_node_and_resource(const NodePath &p_path) {
	Ref<Resource> res;
	Vector<StringName> leftover_path;
	Node *node = get_node_and_resource(p_path, res, leftover_path, false);
	Array result;
	if (node) {
		result.push_back(node);
	} else {
		result.push_back(Variant());
	}
	if (res.is_valid()) {
		result.push_back(res);
	} else {
		result.push_back(Variant());
	}
	result.push_back(NodePath(Vector<StringName>(), leftover_path, false));
	return result;
}
Node *Node::get_node_and_resource(const NodePath &p_path, Ref<Resource> &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property) const {