### 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 *n = Object::cast_to<Node>(p_obj);
	if (!n) {
		return;
	}
	if (n->is_inside_tree()) {
		return;
	}
	Node *p = n;
	while (p->get_parent()) {
		p = p->get_parent();
	}
	String path;
	if (p == n) {
		path = n->get_name();
	} else {
		path = String(p->get_name()) + "/" + p->get_path_to(n);
	}
	List<String> info_strings;
	info_strings.push_back(path);
	info_strings.push_back(n->get_class());
	_print_orphan_nodes_map[p_obj->get_instance_id()] = info_strings;
}
#endif // DEBUG_ENABLED
void Node::print_orphan_nodes() {