### 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
}
	data.blocked++;
	
	for (int i = motion_from; i <= motion_to; i++) {
		if (data.children_cache[i]->data.internal_mode == INTERNAL_MODE_DISABLED) {
			data.children_cache[i]->data.index = i - data.internal_children_front_count_cache;
		} else if (data.children_cache[i]->data.internal_mode == INTERNAL_MODE_BACK) {
			data.children_cache[i]->data.index = i - data.internal_children_front_count_cache - data.external_children_count_cache;
		} else {
			data.children_cache[i]->data.index = i;
		}
	}
	
	move_child_notify(p_child);
	notification(NOTIFICATION_CHILD_ORDER_CHANGED);
	emit_signal(SNAME("child_order_changed"));
	p_child->_propagate_groups_dirty();
	data.blocked--;
}
void Node::_propagate_groups_dirty() {
	for (const KeyValue<StringName, GroupData> &E : data.grouped) {
		if (E.value.group) {
			E.value.group->changed = true;
		}
	}
	for (KeyValue<StringName, Node *> &K : data.children) {
		K.value->_propagate_groups_dirty();
	}
}
void Node::add_child_notify(Node *p_child) {