### 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
return data.unique_name_in_owner;
}
void Node::set_owner(Node *p_owner) {
	ERR_MAIN_THREAD_GUARD
	if (data.owner) {
		_clean_up_owner();
	}
	ERR_FAIL_COND(p_owner == this);
	if (!p_owner) {
		return;
	}
	Node *check = this->get_parent();
	bool owner_valid = false;
	while (check) {
		if (check == p_owner) {
			owner_valid = true;
			break;
		}
		check = check->data.parent;
	}
	ERR_FAIL_COND_MSG(!owner_valid, "Invalid owner. Owner must be an ancestor in the tree.");
	_set_owner_nocheck(p_owner);
	if (data.unique_name_in_owner) {
		_acquire_unique_name_in_owner();
	}
}
Node *Node::get_owner() const {