### 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 (current->data.owned_unique_nodes.size()) {
				
				Node **unique = current->data.owned_unique_nodes.getptr(name);
				if (!unique) {
					return nullptr;
				}
				next = *unique;
			} else if (current->data.owner) {
				Node **unique = current->data.owner->data.owned_unique_nodes.getptr(name);
				if (!unique) {
					return nullptr;
				}
				next = *unique;
			} else {
				return nullptr;
			}
		} else {
			next = nullptr;
			const Node *const *node = current->data.children.getptr(name);
			if (node) {
				next = const_cast<Node *>(*node);
			} else {
				return nullptr;
			}
		}
		current = next;
	}
	return current;
}
Node *Node::get_node(const NodePath &p_path) const {