### 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
return data.parent;
}
Node *Node::find_parent(const String &p_pattern) const {
	ERR_THREAD_GUARD_V(nullptr);
	Node *p = data.parent;
	while (p) {
		if (p->data.name.operator String().match(p_pattern)) {
			return p;
		}
		p = p->data.parent;
	}
	return nullptr;
}
Window *Node::get_window() const {
	ERR_THREAD_GUARD_V(nullptr);
	Viewport *vp = get_viewport();
	if (vp) {
		return vp->get_base_window();
	}
	return nullptr;
}
Window *Node::get_last_exclusive_window() const {
	Window *w = get_window();
	while (w && w->get_exclusive_child()) {
		w = w->get_exclusive_child();
	}
	return w;
}
bool Node::is_ancestor_of(const Node *p_node) const {