### Godot version

4.2 dev1

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Calling `Tree.propagate_check()` after an item is unchecked does not properly uncheck the parents. They are left in partially checked state.

It's easy to observe in theme editor:

https://github.com/godotengine/godot/assets/2223172/71d0479c-0a5e-48d3-957f-d90379a95c22



### Steps to reproduce

1. Edit a Theme resource
2. Go to Manage Items... menu
3. Go to Import Items tab
4. Unfold something
5. Check and uncheck a child checkbox

### Minimal reproduction project

N/A
for (int i = 0; i < col; i++) {
				pos.x -= get_column_width(i);
			}
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				if (pos.x > col_width - size.width) {
					return c.buttons[j].id;
				}
				col_width -= size.width;
			}
		}
	}
	return -1;
}
String Tree::get_tooltip(const Point2 &p_pos) const {
	if (root) {
		Point2 pos = p_pos;
		pos -= theme_cache.panel_style->get_offset();
		pos.y -= _get_title_button_height();
		if (pos.y < 0) {
			return Control::get_tooltip(p_pos);
		}
		if (h_scroll->is_visible_in_tree()) {
			pos.x += h_scroll->get_value();
		}
		if (v_scroll->is_visible_in_tree()) {
			pos.y += v_scroll->get_value();
		}
		int col, h, section;