### 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(TypedArray<Node>());
	TypedArray<Node> arr;
	int cc = get_child_count(p_include_internal);
	arr.resize(cc);
	for (int i = 0; i < cc; i++) {
		arr[i] = get_child(i, p_include_internal);
	}
	return arr;
}
Node *Node::_get_child_by_name(const StringName &p_name) const {
	const Node *const *node = data.children.getptr(p_name);
	if (node) {
		return const_cast<Node *>(*node);
	} else {
		return nullptr;
	}
}
Node *Node::get_node_or_null(const NodePath &p_path) const {