### 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
}
	if (!get_scene_file_path().is_empty()) { //an instance
		node->set_scene_file_path(get_scene_file_path());
		node->data.editable_instance = data.editable_instance;
	}
	StringName script_property_name = CoreStringNames::get_singleton()->_script;
	List<const Node *> hidden_roots;
	List<const Node *> node_tree;
	node_tree.push_front(this);
	if (instantiated) {
		// Since nodes in the instantiated hierarchy won't be duplicated explicitly, we need to make an inventory
		// of all the nodes in the tree of the instantiated scene in order to transfer the values of the properties
		Vector<const Node *> instance_roots;
		instance_roots.push_back(this);
		for (List<const Node *>::Element *N = node_tree.front(); N; N = N->next()) {
			for (int i = 0; i < N->get()->get_child_count(); ++i) {
				Node *descendant = N->get()->get_child(i);
				// Skip nodes not really belonging to the instantiated hierarchy; they'll be processed normally later
				// but remember non-instantiated nodes that are hidden below instantiated ones
				if (!instance_roots.has(descendant->get_owner())) {
					if (descendant->get_parent() && descendant->get_parent() != this && descendant->data.owner != descendant->get_parent()) {
						hidden_roots.push_back(descendant);
					}
					continue;
				}
				node_tree.push_back(descendant);
				if (!descendant->get_scene_file_path().is_empty() && instance_roots.has(descendant->get_owner())) {
					instance_roots.push_back(descendant);
				}
			}