### 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
skip2--;
				continue;
			}
			int item_width = get_column_width(i);
			if (i == 0) {
				item_width -= ofs;
				if (item_width <= 0) {
					ofs = get_column_width(0);
					continue;
				}
			} else {
				ofs += theme_cache.h_separation;
				item_width -= theme_cache.h_separation;
			}
			if (p_item->cells[i].expand_right) {
				int plus = 1;
				while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) {
					item_width += get_column_width(i + plus);
					plus++;
					skip2++;
				}
			}
			if (!rtl && p_item->cells[i].buttons.size()) {
				int buttons_width = 0;
				for (int j = p_item->cells[i].buttons.size() - 1; j >= 0; j--) {
					Ref<Texture2D> button_texture = p_item->cells[i].buttons[j].texture;
					buttons_width += button_texture->get_size().width + theme_cache.button_pressed->get_minimum_size().width + theme_cache.button_margin;
				}
				int total_ofs = ofs - theme_cache.offset.x;
				if (total_ofs + item_width > p_draw_size.width) {