### 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
orphan_node_count++;
}
Node::~Node() {
	data.grouped.clear();
	data.owned.clear();
	data.children.clear();
	data.children_cache.clear();
	ERR_FAIL_COND(data.parent);
	ERR_FAIL_COND(data.children_cache.size());
	orphan_node_count--;
}
////////////////////////////////
// Multithreaded locked version of Object functions.
#ifdef DEBUG_ENABLED
void Node::set_script(const Variant &p_script) {
	ERR_THREAD_GUARD;
	Object::set_script(p_script);
}
Variant Node::get_script() const {
	ERR_THREAD_GUARD_V(Variant());
	return Object::get_script();
}
bool Node::has_meta(const StringName &p_name) const {
	ERR_THREAD_GUARD_V(false);
	return Object::has_meta(p_name);
}
void Node::set_meta(const StringName &p_name, const Variant &p_value) {