### 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
PackedStringArray warnings = get_configuration_warnings();
	String all_warnings;
	for (int i = 0; i < warnings.size(); i++) {
		if (i > 0) {
			all_warnings += "\n\n";
		}
		// Format as a bullet point list to make multiple warnings easier to distinguish
		// from each other.
		all_warnings += String::utf8("•  ") + warnings[i];
	}
	return all_warnings;
}
void Node::update_configuration_warnings() {
	ERR_THREAD_GUARD
#ifdef TOOLS_ENABLED
	if (!is_inside_tree()) {
		return;
	}
	if (get_tree()->get_edited_scene_root() && (get_tree()->get_edited_scene_root() == this || get_tree()->get_edited_scene_root()->is_ancestor_of(this))) {
		get_tree()->emit_signal(SceneStringNames::get_singleton()->node_configuration_warning_changed, this);
	}
#endif
}
bool Node::is_owned_by_parent() const {