### 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
#ifdef DEBUG_ENABLED
	// Make sure it's empty.
	_print_orphan_nodes_map.clear();
	// Collect and print information about orphan nodes.
	ObjectDB::debug_objects(_print_orphan_nodes_routine);
	for (const KeyValue<ObjectID, List<String>> &E : _print_orphan_nodes_map) {
		print_line(itos(E.key) + " - Stray Node: " + E.value[0] + " (Type: " + E.value[1] + ")");
	}
	// Flush it after use.
	_print_orphan_nodes_map.clear();
#endif
}
void Node::queue_free() {
	// There are users which instantiate multiple scene trees for their games.
	// Use the node's own tree to handle its deletion when relevant.
	if (is_inside_tree()) {
		get_tree()->queue_delete(this);
	} else {
		SceneTree *tree = SceneTree::get_singleton();
		ERR_FAIL_NULL_MSG(tree, "Can't queue free a node when no SceneTree is available.");
		tree->queue_delete(this);
	}
}
void Node::set_import_path(const NodePath &p_import_path) {