### 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
bool is_detected = false;
		while (n != common_parent) {
			if (n->is_unique_name_in_owner() && n->get_owner() == get_owner()) {
				path.push_back(UNIQUE_NODE_PREFIX + String(n->get_name()));
				is_detected = true;
				break;
			}
			path.push_back(n->get_name());
			n = n->data.parent;
		}
		if (!is_detected) {
			n = this;
			String detected_name;
			int up_count = 0;
			while (n != common_parent) {
				if (n->is_unique_name_in_owner() && n->get_owner() == get_owner()) {
					detected_name = n->get_name();
					up_count = 0;
				}
				up_count++;
				n = n->data.parent;
			}
			for (int i = 0; i < up_count; i++) {
				path.push_back(up);
			}
			if (!detected_name.is_empty()) {
				path.push_back(UNIQUE_NODE_PREFIX + detected_name);
			}
		}
	} else {