### 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
Node *node = get_node_or_null(p_path);
	if (unlikely(!node)) {
		const String desc = get_description();
		if (p_path.is_absolute()) {
			ERR_FAIL_V_MSG(nullptr,
					vformat(R"(Node not found: "%s" (absolute path attempted from "%s").)", p_path, desc));
		} else {
			ERR_FAIL_V_MSG(nullptr,
					vformat(R"(Node not found: "%s" (relative to "%s").)", p_path, desc));
		}
	}
	return node;
}
bool Node::has_node(const NodePath &p_path) const {