### 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
ERR_FAIL_COND(p_event.is_null());
	Ref<InputEventKey> k = p_event;
	bool is_command = k.is_valid() && k->is_command_or_control_pressed();
	if (p_event->is_action("ui_right", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		if (!selected_item || select_mode == SELECT_ROW || selected_col > (columns.size() - 1)) {
			return;
		}
		if (k.is_valid() && k->is_alt_pressed()) {
			selected_item->set_collapsed(false);
			TreeItem *next = selected_item->get_first_child();
			while (next && next != selected_item->next) {
				next->set_collapsed(false);
				next = next->get_next_visible();
			}
		} else {
			_go_right();
		}
	} else if (p_event->is_action("ui_left", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		if (!selected_item || select_mode == SELECT_ROW || selected_col < 0) {
			return;
		}
		if (k.is_valid() && k->is_alt_pressed()) {
			selected_item->set_collapsed(true);