### 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
rect.position.x += MAX(0, (rect.size.width - w));
			}
			break;
	}
	RID ci = get_canvas_item();
	if (rtl && rect.size.width > 0) {
		Point2 draw_pos = rect.position;
		draw_pos.y += Math::floor((rect.size.y - p_cell.text_buf->get_size().y) * 0.5);
		if (p_ol_size > 0 && p_ol_color.a > 0) {
			p_cell.text_buf->draw_outline(ci, draw_pos, p_ol_size, p_ol_color);
		}
		p_cell.text_buf->draw(ci, draw_pos, p_color);
		rect.position.x += ts.width + theme_cache.h_separation;
		rect.size.x -= ts.width + theme_cache.h_separation;
	}
	if (!p_cell.icon.is_null()) {
		p_cell.draw_icon(ci, rect.position + Size2i(0, Math::floor((real_t)(rect.size.y - bmsize.y) / 2)), bmsize, p_icon_color);
		rect.position.x += bmsize.x + theme_cache.h_separation;
		rect.size.x -= bmsize.x + theme_cache.h_separation;
	}
	if (!rtl && rect.size.width > 0) {
		Point2 draw_pos = rect.position;
		draw_pos.y += Math::floor((rect.size.y - p_cell.text_buf->get_size().y) * 0.5);
		if (p_ol_size > 0 && p_ol_color.a > 0) {
			p_cell.text_buf->draw_outline(ci, draw_pos, p_ol_size, p_ol_color);
		}
		p_cell.text_buf->draw(ci, draw_pos, p_color);
	}
}
void Tree::update_column(int p_col) {