### 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.unhandled_input;
}
void Node::set_process_unhandled_key_input(bool p_enable) {
	ERR_THREAD_GUARD
	if (p_enable == data.unhandled_key_input) {
		return;
	}
	data.unhandled_key_input = p_enable;
	if (!is_inside_tree()) {
		return;
	}
	if (p_enable) {
		add_to_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
	} else {
		remove_from_group("_vp_unhandled_key_input" + itos(get_viewport()->get_instance_id()));
	}
}
bool Node::is_processing_unhandled_key_input() const {
	return data.unhandled_key_input;
}
StringName Node::get_name() const {