### 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
cursor_can_exit_tree = p_enable;
}
void Tree::set_hide_folding(bool p_hide) {
	if (hide_folding == p_hide) {
		return;
	}
	hide_folding = p_hide;
	queue_redraw();
}
bool Tree::is_folding_hidden() const {
	return hide_folding;
}
void Tree::set_enable_recursive_folding(bool p_enable) {
	enable_recursive_folding = p_enable;
}
bool Tree::is_recursive_folding_enabled() const {
	return enable_recursive_folding;
}
void Tree::set_drop_mode_flags(int p_flags) {
	if (drop_mode_flags == p_flags) {
		return;
	}
	drop_mode_flags = p_flags;
	if (drop_mode_flags == 0) {
		drop_mode_over = nullptr;
	}
	queue_redraw();
}
int Tree::get_drop_mode_flags() const {