### 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
if ((p_item == root && hide_root) || !p_item->is_visible()) {
		return 0;
	}
	ERR_FAIL_COND_V(theme_cache.font.is_null(), 0);
	int height = 0;
	for (int i = 0; i < columns.size(); i++) {
		if (p_item->cells[i].dirty) {
			const_cast<Tree *>(this)->update_item_cell(p_item, i);
		}
		height = MAX(height, p_item->cells[i].text_buf->get_size().y);
		for (int j = 0; j < p_item->cells[i].buttons.size(); j++) {
			Size2i s; 
			s += p_item->cells[i].buttons[j].texture->get_size();
			if (s.height > height) {
				height = s.height;
			}
		}
		switch (p_item->cells[i].mode) {
			case TreeItem::CELL_MODE_CHECK: {
				int check_icon_h = theme_cache.checked->get_height();
				if (height < check_icon_h) {