### 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
ERR_FAIL_INDEX_V(p_column, columns.size(), -1);
	
	int min_width = columns[p_column].custom_min_width;
	
	if (show_column_titles) {
		min_width = MAX(theme_cache.font->get_string_size(columns[p_column].title, HORIZONTAL_ALIGNMENT_LEFT, -1, theme_cache.font_size).width + theme_cache.panel_style->get_margin(SIDE_LEFT) + theme_cache.panel_style->get_margin(SIDE_RIGHT), min_width);
	}
	if (!columns[p_column].clip_content) {
		int depth = 0;
		TreeItem *next;
		for (TreeItem *item = get_root(); item; item = next) {
			next = item->get_next_visible();
			
			if (next && p_column == 0) {
				if (next->get_parent() == item) {
					depth += 1;
				} else {
					TreeItem *common_parent = item->get_parent();
					while (common_parent != next->get_parent() && common_parent) {
						common_parent = common_parent->get_parent();
						depth -= 1;
					}
				}
			}
			
			Size2 item_size = item->get_minimum_size(p_column);