### 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
void Node::_update_children_cache_impl() const {
	
	data.children_cache.resize(data.children.size());
	int idx = 0;
	for (const KeyValue<StringName, Node *> &K : data.children) {
		data.children_cache[idx] = K.value;
		idx++;
	}
	
	data.children_cache.sort_custom<ComparatorByIndex>();
	
	data.external_children_count_cache = 0;
	data.internal_children_back_count_cache = 0;
	data.internal_children_front_count_cache = 0;
	for (uint32_t i = 0; i < data.children_cache.size(); i++) {
		switch (data.children_cache[i]->data.internal_mode) {
			case INTERNAL_MODE_DISABLED: {
				data.children_cache[i]->data.index = data.external_children_count_cache++;
			} break;
			case INTERNAL_MODE_FRONT: {
				data.children_cache[i]->data.index = data.internal_children_front_count_cache++;
			} break;
			case INTERNAL_MODE_BACK: {
				data.children_cache[i]->data.index = data.internal_children_back_count_cache++;
			} break;
		}
	}
	data.children_cache_dirty = false;
}
int Node::get_child_count(bool p_include_internal) const {