### 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 (collapsed == p_collapsed || !tree) {
		return;
	}
	collapsed = p_collapsed;
	TreeItem *ci = tree->selected_item;
	if (ci) {
		while (ci && ci != this) {
			ci = ci->parent;
		}
		if (ci) { 
			if (tree->select_mode == Tree::SELECT_MULTI) {
				tree->selected_item = this;
				emit_signal(SNAME("cell_selected"));
			} else {
				select(tree->selected_col);
			}
			tree->queue_redraw();
		}
	}
	_changed_notify();
	tree->emit_signal(SNAME("item_collapsed"), this);
}
bool TreeItem::is_collapsed() {
	return collapsed;
}
void TreeItem::set_collapsed_recursive(bool p_collapsed) {