### 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
	ERR_FAIL_NULL(p_node);
	ERR_FAIL_COND(p_node->data.parent);
	List<Node *> owned = data.owned;
	List<Node *> owned_by_owner;
	Node *owner = (data.owner == this) ? p_node : data.owner;
	if (p_keep_groups) {
		List<GroupInfo> groups;
		get_groups(&groups);
		for (const GroupInfo &E : groups) {
			p_node->add_to_group(E.name, E.persistent);
		}
	}
	_replace_connections_target(p_node);
	if (data.owner) {
		for (int i = 0; i < get_child_count(); i++) {
			find_owned_by(data.owner, get_child(i), &owned_by_owner);
		}
		_clean_up_owner();
	}
	Node *parent = data.parent;
	int index_in_parent = get_index();
	if (data.parent) {
		parent->remove_child(this);
		parent->add_child(p_node);
		parent->move_child(p_node, index_in_parent);
	}
	emit_signal(SNAME("replacing_by"), p_node);