### 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 Tree::edit_selected(bool p_force_edit) {
	TreeItem *s = get_selected();
	ERR_FAIL_NULL_V_MSG(s, false, "No item selected.");
	ensure_cursor_is_visible();
	int col = get_selected_column();
	ERR_FAIL_INDEX_V_MSG(col, columns.size(), false, "No item column selected.");
	if (!s->cells[col].editable && !p_force_edit) {
		return false;
	}
	Rect2 rect = s->get_meta("__focus_rect");
	popup_edited_item = s;
	popup_edited_item_col = col;
	const TreeItem::Cell &c = s->cells[col];
	if (c.mode == TreeItem::CELL_MODE_CHECK) {
		s->set_checked(col, !c.checked);
		item_edited(col, s);
		return true;
	} else if (c.mode == TreeItem::CELL_MODE_CUSTOM) {
		edited_item = s;
		edited_col = col;
		custom_popup_rect = Rect2i(get_global_position() + rect.position, rect.size);
		emit_signal(SNAME("custom_popup_edited"), false);
		item_edited(col, s);
		return true;
	} else if (c.mode == TreeItem::CELL_MODE_RANGE && !c.text.is_empty()) {
		popup_menu->clear();
		for (int i = 0; i < c.text.get_slice_count(","); i++) {