Short answer: you can't. If you delete the history, of course you delete the bind as well. But, I think there's a way around what you want to do.
Long answer - Sort of:
First off, delete the triangulate and smooth nodes from it's history. All you should be left with is the low-res geo bound to the skeleton.
Next, you'll need to access the "intermediate object", which can also be thought of as the predeformed shape of your surfaces.
Note on intermediate object: When you have a surface, and add a deformer, like "smooth bind", Maya presreves the original shape as the "intermediate object", adds a tweak node, adds the deformer node, and then generates the new "deformed shape" which is the one you see on screen. You can go back to your intermediate object and still perform actions on it, thus influencing the deformed shape.
To display the intermediat object, select the surface and go: "deform->display intermediate object". If your character is curretly deformed, you'll see a new wireframe representation of the geometry in it's bound pose.
In the outliner, RMB->show shapes, find the object, and expand it. You should see two shape nodes now, "shape" and "shapeOrig". "shapeOrig" is the intermediate object.
Select the intermediate object (you should pick it from the Outliner to make sure you grab the correct one), and perform your triangulation. While it's still selected, you can now delete it's histrory. It's cool, because since you're deleting history on the intermediate object, you won't delete your bind, since that's it's "future".
Now, you've baked your triangulation into your model, and it's still bound. Hide the intermediat object by picking it and going "deform->hide intermediate object". If you have the outliner open, it may look like it's still there, but if you refresh, you'll see it's gone (display bug). You can now turn off the shape display in the outliner.
Finally, you can select your surface, and reapply the poly smooth. You don't want to bake it, because then you'd have to rebind the higher-res geo, and what's the fun in that when the low-res is already doign the job for you?
Anyway, you can use this procedure to do a lot of history "baking". Keep in mind though that if you change the number of verts on your intermeidate object, the bind (or most future deformers) will screw up later, since the bind is based on particular vertex ID's of the surface. Change those ID's by various poly operations and well, bad things happen.
Ok, I gots to get back to work 