### 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.internal_mode;
}
void Node::_add_child_nocheck(Node *p_child, const StringName &p_name, InternalMode p_internal_mode) {
	
	p_child->data.name = p_name;
	data.children.insert(p_name, p_child);
	p_child->data.internal_mode = p_internal_mode;
	switch (p_internal_mode) {
		case INTERNAL_MODE_FRONT: {
			p_child->data.index = data.internal_children_front_count_cache++;
		} break;
		case INTERNAL_MODE_BACK: {
			p_child->data.index = data.internal_children_back_count_cache++;
		} break;
		case INTERNAL_MODE_DISABLED: {
			p_child->data.index = data.external_children_count_cache++;
		} break;
	}
	p_child->data.parent = this;
	if (!data.children_cache_dirty && p_internal_mode == INTERNAL_MODE_DISABLED && data.internal_children_back_count_cache == 0) {
		
		data.children_cache.push_back(p_child);
	} else {
		data.children_cache_dirty = true;
	}
	p_child->notification(NOTIFICATION_PARENTED);
	if (data.tree) {
		p_child->_set_tree(data.tree);
	}