### 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_V(0);
	int count = 0;
	for (const KeyValue<StringName, GroupData> &E : data.grouped) {
		if (E.value.persistent) {
			count += 1;
		}
	}
	return count;
}
void Node::_print_tree_pretty(const String &prefix, const bool last) {
	String new_prefix = last ? String::utf8(" ┖╴") : String::utf8(" ┠╴");
	print_line(prefix + new_prefix + String(get_name()));
	_update_children_cache();
	for (uint32_t i = 0; i < data.children_cache.size(); i++) {
		new_prefix = last ? String::utf8("   ") : String::utf8(" ┃ ");
		data.children_cache[i]->_print_tree_pretty(prefix + new_prefix, i == data.children_cache.size() - 1);
	}
}
void Node::print_tree_pretty() {
	_print_tree_pretty("", true);
}
void Node::print_tree() {
	_print_tree(this);
}
void Node::_print_tree(const Node *p_node) {