### 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
select_mode = p_mode;
}
Tree::SelectMode Tree::get_select_mode() const {
	return select_mode;
}
void Tree::deselect_all() {
	if (root) {
		TreeItem *item = root;
		while (item) {
			if (select_mode == SELECT_ROW) {
				item->deselect(0);
			} else {
				for (int i = 0; i < columns.size(); i++) {
					item->deselect(i);
				}
			}
			TreeItem *prev_item = item;
			item = get_next_selected(root);
			ERR_FAIL_COND(item == prev_item);
		}
	}
	selected_item = nullptr;
	selected_col = -1;
	queue_redraw();
}
bool Tree::is_anything_selected() {