### 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_column == 0) {
				item_size.width += theme_cache.item_margin * depth;
			} else {
				item_size.width += theme_cache.h_separation;
			}
			
			min_width = MAX(min_width, item_size.width);
		}
	}
	return min_width;
}
int Tree::get_column_width(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), -1);
	int column_width = get_column_minimum_width(p_column);
	if (columns[p_column].expand) {
		int expand_area = _get_content_rect().size.width;
		int expanding_total = 0;
		for (int i = 0; i < columns.size(); i++) {
			expand_area -= get_column_minimum_width(i);
			if (columns[i].expand) {
				expanding_total += columns[i].expand_ratio;
			}
		}
		if (expand_area >= expanding_total && expanding_total > 0) {
			column_width += expand_area * columns[p_column].expand_ratio / expanding_total;
		}
	}
	return column_width;
}
void Tree::propagate_set_columns(TreeItem *p_item) {