### 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 (hide_root == p_enabled) {
		return;
	}
	hide_root = p_enabled;
	queue_redraw();
}
bool Tree::is_root_hidden() const {
	return hide_root;
}
void Tree::set_column_custom_minimum_width(int p_column, int p_min_width) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].custom_min_width == p_min_width) {
		return;
	}
	if (p_min_width < 0) {
		return;
	}
	columns.write[p_column].custom_min_width = p_min_width;
	queue_redraw();
}
void Tree::set_column_expand(int p_column, bool p_expand) {