### 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
int len = 0;
				for (int i = 0; i < columns.size(); i++) {
					len += get_column_width(i);
					if (pos.x < len) {
						cache.hover_type = Cache::CLICK_TITLE;
						cache.hover_index = i;
						break;
					}
				}
			}
		}
		if (root) {
			Point2 mpos = mm->get_position();
			if (rtl) {
				mpos.x = get_size().width - mpos.x;
			}
			mpos -= theme_cache.panel_style->get_offset();
			mpos.y -= _get_title_button_height();
			if (mpos.y >= 0) {
				if (h_scroll->is_visible_in_tree()) {
					mpos.x += h_scroll->get_value();
				}
				if (v_scroll->is_visible_in_tree()) {
					mpos.y += v_scroll->get_value();
				}
				TreeItem *old_it = cache.hover_item;
				int old_col = cache.hover_cell;
				int col, h, section;
				TreeItem *it = _find_item_at_pos(root, mpos, col, h, section);
				if (drop_mode_flags) {