The world bounds event comes from the physics world itself, so you need only one event handler. Remove this line and add to create()
instead:
this.physics.world.on('worldbounds', function (body) {
body.gameObject.handleBulletBounce();
});
(or something similar)
The easiest solution for this is to use a physics group instead. If you destroy a member the group automatically removes it.
var bulletsGroup = this.physics.add.group();
// This will be simpler:
bulletsGroup.defaults = {};
// …
bulletsGroup.add(bullet); // etc.