### 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 *p = p_item->parent;
	while (p) {
		ERR_FAIL_COND_MSG(p == this, "Can't move to a descendant");
		p = p->parent;
	}
	Tree *old_tree = tree;
	_unlink_from_tree();
	_change_tree(p_item->tree);
	if (p_item->next) {
		p_item->next->prev = this;
	}
	parent = p_item->parent;
	prev = p_item;
	next = p_item->next;
	p_item->next = this;
	if (next) {
		parent->children_cache.clear();
	} else {
		
		
		if (!parent->children_cache.is_empty()) {
			parent->children_cache.append(this);
		}
	}
	if (tree && old_tree == tree) {
		tree->queue_redraw();
	}
	validate_cache();
}
void TreeItem::set_selectable(int p_column, bool p_selectable) {