### 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
ERR_THREAD_GUARD_V(nullptr);
	Node *dupe = _duplicate(p_flags);
	if (dupe && (p_flags & DUPLICATE_SIGNALS)) {
		_duplicate_signals(this, dupe);
	}
	return dupe;
}
#ifdef TOOLS_ENABLED
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const {
	return duplicate_from_editor(r_duplimap, HashMap<Ref<Resource>, Ref<Resource>>());
}
Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {
	Node *dupe = _duplicate(DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_USE_INSTANTIATION | DUPLICATE_FROM_EDITOR, &r_duplimap);
	// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
	if (!p_resource_remap.is_empty()) {
		remap_node_resources(dupe, p_resource_remap);
	}
	// Duplication of signals must happen after all the node descendants have been copied,
	// because re-targeting of connections from some descendant to another is not possible
	// if the emitter node comes later in tree order than the receiver
	_duplicate_signals(this, dupe);
	return dupe;
}
void Node::remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const {