### 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
Point2 click_pos = get_global_mouse_position() - get_global_position();
				if (!get_item_at_position(click_pos)) {
					pressed_button = -1;
					cache.click_type = Cache::CLICK_NONE;
					return -1;
				}
				pressed_button = j;
				cache.click_type = Cache::CLICK_BUTTON;
				cache.click_index = j;
				cache.click_id = c.buttons[j].id;
				cache.click_item = p_item;
				cache.click_column = col;
				cache.click_pos = click_pos;
				queue_redraw();
				return -1;
			}
			col_width -= w + theme_cache.button_margin;
		}
		if (p_button == MouseButton::LEFT || (p_button == MouseButton::RIGHT && allow_rmb_select)) {
			
			if (p_double_click && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON )) { 
				
				propagate_mouse_activated = true;
				incr_search.clear();
				return -1;
			}
			if (c.selectable) {
				if (select_mode == SELECT_MULTI && p_mod->is_command_or_control_pressed()) {
					if (c.selected && p_button == MouseButton::LEFT) {
						p_item->deselect(col);