### 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
	HashMap<StringName, GroupData>::Iterator E = data.grouped.find(p_identifier);
	if (!E) {
		return;
	}
	if (data.tree) {
		data.tree->remove_from_group(E->key, this);
	}
	data.grouped.remove(E);
}
TypedArray<StringName> Node::_get_groups() const {
	TypedArray<StringName> groups;
	List<GroupInfo> gi;
	get_groups(&gi);
	for (const GroupInfo &E : gi) {
		groups.push_back(E.name);
	}
	return groups;
}
void Node::get_groups(List<GroupInfo> *p_groups) const {
	ERR_THREAD_GUARD
	for (const KeyValue<StringName, GroupData> &E : data.grouped) {
		GroupInfo gi;
		gi.name = E.key;
		gi.persistent = E.value.persistent;
		p_groups->push_back(gi);
	}
}
int Node::get_persistent_group_count() const {