### 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_item->disable_folding && !hide_folding && !p_item->cells[col].editable && !p_item->cells[col].selectable && p_item->get_first_child()) {
			if (enable_recursive_folding && p_mod->is_shift_pressed()) {
				p_item->set_collapsed_recursive(!p_item->is_collapsed());
			} else {
				p_item->set_collapsed(!p_item->is_collapsed());
			}
			return -1; 
		}
		const TreeItem::Cell &c = p_item->cells[col];
		bool already_selected = c.selected;
		bool already_cursor = (p_item == selected_item) && col == selected_col;
		if (!cache.rtl && p_item->cells[col].buttons.size()) {
			int button_w = 0;
			for (int j = p_item->cells[col].buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = p_item->cells[col].buttons[j].texture;
				button_w += b->get_size().width + theme_cache.button_pressed->get_minimum_size().width + theme_cache.button_margin;
			}
			col_width = MAX(button_w, MIN(limit_w, col_width));
		}
		for (int j = c.buttons.size() - 1; j >= 0; j--) {
			Ref<Texture2D> b = c.buttons[j].texture;
			int w = b->get_size().width + theme_cache.button_pressed->get_minimum_size().width;
			if (x > col_width - w) {
				if (c.buttons[j].disabled) {
					pressed_button = -1;
					cache.click_type = Cache::CLICK_NONE;
					return -1;
				}