### 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
_unlink_from_tree();
	_change_tree(p_item->tree);
	parent = p_item->parent;
	TreeItem *item_prev = p_item->get_prev();
	if (item_prev) {
		item_prev->next = this;
		parent->children_cache.clear();
	} else {
		parent->first_child = this;
		
		
		if (!parent->children_cache.is_empty()) {
			parent->children_cache.insert(0, this);
		}
	}
	prev = item_prev;
	next = p_item;
	p_item->prev = this;
	if (tree && old_tree == tree) {
		tree->queue_redraw();
	}
	validate_cache();
}
void TreeItem::move_after(TreeItem *p_item) {
	ERR_FAIL_NULL(p_item);
	ERR_FAIL_COND(is_root);
	ERR_FAIL_NULL(p_item->parent);
	if (p_item == this) {
		return;
	}