### 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_owner() == p_owner) {
		set_owner(p_by_owner);
	}
	data.blocked++;
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_replace_owner(p_owner, p_by_owner);
	}
	data.blocked--;
}
Ref<Tween> Node::create_tween() {
	ERR_THREAD_GUARD_V(Ref<Tween>());
	ERR_FAIL_NULL_V_MSG(data.tree, nullptr, "Can't create Tween when not inside scene tree.");
	Ref<Tween> tween = get_tree()->create_tween();
	tween->bind_node(this);
	return tween;
}
void Node::set_scene_file_path(const String &p_scene_file_path) {
	ERR_THREAD_GUARD
	data.scene_file_path = p_scene_file_path;
}
String Node::get_scene_file_path() const {