### 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 (!parent || parent->children_cache.is_empty()) {
		return;
	}
	TreeItem *scan = parent->first_child;
	int index = 0;
	while (scan) {
		DEV_ASSERT(parent->children_cache[index] == scan);
		++index;
		scan = scan->get_next();
	}
	DEV_ASSERT(index == parent->children_cache.size());
}
#endif
void TreeItem::move_before(TreeItem *p_item) {
	ERR_FAIL_NULL(p_item);
	ERR_FAIL_COND(is_root);
	ERR_FAIL_NULL(p_item->parent);
	if (p_item == this) {
		return;
	}
	TreeItem *p = p_item->parent;
	while (p) {
		ERR_FAIL_COND_MSG(p == this, "Can't move to a descendant");
		p = p->parent;
	}
	Tree *old_tree = tree;