The damage is defined on the Weapon item right?
For Melee weapons it's pretty straight forward, you just set the damage binding like you did above.
If you are using the "Hitscan Shooter" module for the Shootable Weapons it's also this straight forward.
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But if you are using the "Projectile Shooter" module then you need to specify if the damage is handled purely by the bullet or by taking the damage data from the weapon.
To take the damage from the weapon, make sure the weapon impact has "Set Damage Impact Data" set to true (like the image above). and on your projectile prefab make sure your simpe damage is set to "Use Damage context" (like the image below)
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If you want to do anything more complex, like a weighted combination of bullet and weapon damage, then I would recommend either using the "Damage Processor". It's a scriptable object that you can code yourself and specify exactly how the damage is calculated. You'll get all the context you need to know the item used, the ammo type, the bullet, etc...
Or use a custom ImpactAction where you'll get even more data on how to compute the damage or anything related to that.