### 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
return data.name;
}
void Node::_set_name_nocheck(const StringName &p_name) {
	data.name = p_name;
}
void Node::set_name(const String &p_name) {
	ERR_FAIL_COND_MSG(data.inside_tree && !Thread::is_main_thread(), "Changing the name to nodes inside the SceneTree is only allowed from the main thread. Use `set_name.call_deferred(new_name)`.");
	String name = p_name.validate_node_name();
	ERR_FAIL_COND(name.is_empty());
	if (data.unique_name_in_owner && data.owner) {
		_release_unique_name_in_owner();
	}
	String old_name = data.name;
	data.name = name;
	if (data.parent) {
		data.parent->_validate_child_name(this, true);
		bool success = data.parent->data.children.replace_key(old_name, data.name);
		ERR_FAIL_COND_MSG(!success, "Renaming child in hashtable failed, this is a bug.");
	}
	if (data.unique_name_in_owner && data.owner) {
		_acquire_unique_name_in_owner();
	}
	propagate_notification(NOTIFICATION_PATH_RENAMED);
	if (is_inside_tree()) {
		emit_signal(SNAME("renamed"));
		get_tree()->node_renamed(this);
		get_tree()->tree_changed();
	}
}
String Node::get_description() const {