### 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_THREAD_GUARD;
	Object::set_meta(p_name, p_value);
}
void Node::remove_meta(const StringName &p_name) {
	ERR_THREAD_GUARD;
	Object::remove_meta(p_name);
}
Variant Node::get_meta(const StringName &p_name, const Variant &p_default) const {
	ERR_THREAD_GUARD_V(Variant());
	return Object::get_meta(p_name, p_default);
}
void Node::get_meta_list(List<StringName> *p_list) const {
	ERR_THREAD_GUARD;
	Object::get_meta_list(p_list);
}
Error Node::emit_signalp(const StringName &p_name, const Variant **p_args, int p_argcount) {
	ERR_THREAD_GUARD_V(ERR_INVALID_PARAMETER);
	return Object::emit_signalp(p_name, p_args, p_argcount);
}
bool Node::has_signal(const StringName &p_name) const {
	ERR_THREAD_GUARD_V(false);
	return Object::has_signal(p_name);
}
void Node::get_signal_list(List<MethodInfo> *p_signals) const {
	ERR_THREAD_GUARD;
	Object::get_signal_list(p_signals);
}
void Node::get_signal_connection_list(const StringName &p_signal, List<Connection> *p_connections) const {