### 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
}
		if (!unique) {
			ERR_FAIL_COND(!node_hrcr_count.ref());
			
			
			uint32_t c = node_hrcr_count.get();
			String cn = p_child->get_class_name().operator String();
			const char32_t *cn_ptr = cn.ptr();
			uint32_t cn_length = cn.length();
			uint32_t c_chars = String::num_characters(c);
			uint32_t len = 2 + cn_length + c_chars;
			char32_t *str = (char32_t *)alloca(sizeof(char32_t) * (len + 1));
			uint32_t idx = 0;
			str[idx++] = '@';
			for (uint32_t i = 0; i < cn_length; i++) {
				str[idx++] = cn_ptr[i];
			}
			str[idx++] = '@';
			idx += c_chars;
			ERR_FAIL_COND(idx != len);
			str[idx] = 0;
			while (c) {
				str[--idx] = '0' + (c % 10);
				c /= 10;
			}
			p_child->data.name = String(str);
		}
	}
}
String increase_numeric_string(const String &s) {