### 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
bool bring_up_editor = allow_reselect ? (c.selected && already_selected) : c.selected;
		String editor_text = c.text;
		switch (c.mode) {
			case TreeItem::CELL_MODE_STRING: {
				
				if (select_mode == SELECT_MULTI && (get_viewport()->get_processed_events_count() == focus_in_id || !already_cursor)) {
					bring_up_editor = false;
				}
			} break;
			case TreeItem::CELL_MODE_CHECK: {
				bring_up_editor = false; 
				if (force_edit_checkbox_only_on_checkbox) {
					if (x < theme_cache.checked->get_width()) {
						p_item->set_checked(col, !c.checked);
						item_edited(col, p_item, p_button);
					}
				} else {
					p_item->set_checked(col, !c.checked);
					item_edited(col, p_item, p_button);
				}
				click_handled = true;
				
			} break;
			case TreeItem::CELL_MODE_RANGE: {
				if (!c.text.is_empty()) {
					
					popup_menu->clear();
					for (int i = 0; i < c.text.get_slice_count(","); i++) {
						String s = c.text.get_slicec(',', i);