### 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
ERR_FAIL_COND_V(!is_inside_tree(), ERR_UNCONFIGURED);
	Ref<MultiplayerAPI> api = get_multiplayer();
	if (api.is_null()) {
		return ERR_UNCONFIGURED;
	}
	return api->rpcp(this, p_peer_id, p_method, p_arg, p_argcount);
}
Ref<MultiplayerAPI> Node::get_multiplayer() const {
	if (!is_inside_tree()) {
		return Ref<MultiplayerAPI>();
	}
	return get_tree()->get_multiplayer(get_path());
}
bool Node::can_process_notification(int p_what) const {
	switch (p_what) {
		case NOTIFICATION_PHYSICS_PROCESS:
			return data.physics_process;
		case NOTIFICATION_PROCESS:
			return data.process;
		case NOTIFICATION_INTERNAL_PROCESS:
			return data.process_internal;
		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
			return data.physics_process_internal;
	}
	return true;
}
bool Node::can_process() const {