### 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
}
	}
	for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
		Node *current_node = node->get_node(get_path_to(N->get()));
		ERR_CONTINUE(!current_node);
		if (p_flags & DUPLICATE_SCRIPTS) {
			bool is_valid = false;
			Variant scr = N->get()->get(script_property_name, &is_valid);
			if (is_valid) {
				current_node->set(script_property_name, scr);
			}
		}
		List<PropertyInfo> plist;
		N->get()->get_property_list(&plist);
		for (const PropertyInfo &E : plist) {
			if (!(E.usage & PROPERTY_USAGE_STORAGE)) {
				continue;
			}
			String name = E.name;
			if (name == script_property_name) {
				continue;
			}
			Variant value = N->get()->get(name).duplicate(true);
			if (E.usage & PROPERTY_USAGE_ALWAYS_DUPLICATE) {
				Resource *res = Object::cast_to<Resource>(value);
				if (res) { // Duplicate only if it's a resource
					current_node->set(name, res->duplicate());
				}
			} else {
				current_node->set(name, value);