### 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
}
		}
	}
	if (get_name() != String()) {
		node->set_name(get_name());
	}
#ifdef TOOLS_ENABLED
	if ((p_flags & DUPLICATE_FROM_EDITOR) && r_duplimap) {
		r_duplimap->insert(this, node);
	}
#endif
	if (p_flags & DUPLICATE_GROUPS) {
		List<GroupInfo> gi;
		get_groups(&gi);
		for (const GroupInfo &E : gi) {
#ifdef TOOLS_ENABLED
			if ((p_flags & DUPLICATE_FROM_EDITOR) && !E.persistent) {
				continue;
			}
#endif
			node->add_to_group(E.name, E.persistent);
		}
	}
	for (int i = 0; i < get_child_count(); i++) {
		if (get_child(i)->data.parent_owned) {
			continue;
		}
		if (instantiated && get_child(i)->data.owner == this) {
			continue; //part of instance
		}