### 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
columns.write[p_col].text_buf->clear();
	if (columns[p_col].text_direction == Control::TEXT_DIRECTION_INHERITED) {
		columns.write[p_col].text_buf->set_direction(is_layout_rtl() ? TextServer::DIRECTION_RTL : TextServer::DIRECTION_LTR);
	} else {
		columns.write[p_col].text_buf->set_direction((TextServer::Direction)columns[p_col].text_direction);
	}
	columns.write[p_col].text_buf->add_string(columns[p_col].title, theme_cache.font, theme_cache.font_size, columns[p_col].language);
}
void Tree::update_item_cell(TreeItem *p_item, int p_col) {
	String valtext;
	p_item->cells.write[p_col].text_buf->clear();
	if (p_item->cells[p_col].mode == TreeItem::CELL_MODE_RANGE) {
		if (!p_item->cells[p_col].text.is_empty()) {
			if (!p_item->cells[p_col].editable) {
				return;
			}