### 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
TreeItem *next = nullptr;
	if (!selected_item) {
		if (root) {
			next = hide_root ? root->get_next_visible() : root;
		}
	} else {
		next = selected_item->get_next_visible();
	}
	if (select_mode == SELECT_MULTI) {
		if (!next) {
			return;
		}
		selected_item = next;
		emit_signal(SNAME("cell_selected"));
		queue_redraw();
	} else {
		int col = selected_col < 0 ? 0 : selected_col;
		while (next && !next->cells[col].selectable) {
			next = next->get_next_visible();
		}
		if (!next) {
			return; 
		}
		next->select(col);
	}
	ensure_cursor_is_visible();
	accept_event();
}
bool Tree::_scroll(bool p_horizontal, float p_pages) {