### 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(), TEXT_DIRECTION_INHERITED);
	return columns[p_column].text_direction;
}
void Tree::set_column_title_language(int p_column, const String &p_language) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].language != p_language) {
		columns.write[p_column].language = p_language;
		update_column(p_column);
		queue_redraw();
	}
}
String Tree::get_column_title_language(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), "");
	return columns[p_column].language;
}
Point2 Tree::get_scroll() const {
	Point2 ofs;
	if (h_scroll->is_visible_in_tree()) {
		ofs.x = h_scroll->get_value();
	}
	if (v_scroll->is_visible_in_tree()) {
		ofs.y = v_scroll->get_value();
	}
	return ofs;
}
void Tree::scroll_to_item(TreeItem *p_item, bool p_center_on_item) {