### 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
#ifdef TOOLS_ENABLED
	data.import_path = p_import_path;
#endif
}
NodePath Node::get_import_path() const {
#ifdef TOOLS_ENABLED
	return data.import_path;
#else
	return NodePath();
#endif
}
static void _add_nodes_to_options(const Node *p_base, const Node *p_node, List<String> *r_options) {
	if (p_node != p_base && !p_node->get_owner()) {
		return;
	}
	String n = p_base->get_path_to(p_node);
	r_options->push_back(n.quote());
	for (int i = 0; i < p_node->get_child_count(); i++) {
		_add_nodes_to_options(p_base, p_node->get_child(i), r_options);
	}
}
void Node::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {