### 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 *dup = get_child(i)->_duplicate(p_flags, r_duplimap);
		if (!dup) {
			memdelete(node);
			return nullptr;
		}
		node->add_child(dup);
		if (i < node->get_child_count() - 1) {
			node->move_child(dup, i);
		}
	}
	for (const Node *&E : hidden_roots) {
		Node *parent = node->get_node(get_path_to(E->data.parent));
		if (!parent) {
			memdelete(node);
			return nullptr;
		}
		Node *dup = E->_duplicate(p_flags, r_duplimap);
		if (!dup) {
			memdelete(node);
			return nullptr;
		}
		parent->add_child(dup);
		int pos = E->get_index();
		if (pos < parent->get_child_count() - 1) {
			parent->move_child(dup, pos);
		}
	}
	return node;
}
Node *Node::duplicate(int p_flags) const {