### 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
height = check_icon_h;
				}
				[[fallthrough]];
			}
			case TreeItem::CELL_MODE_STRING:
			case TreeItem::CELL_MODE_CUSTOM:
			case TreeItem::CELL_MODE_ICON: {
				Ref<Texture2D> icon = p_item->cells[i].icon;
				if (!icon.is_null()) {
					Size2i s = _get_cell_icon_size(p_item->cells[i]);
					if (s.height > height) {
						height = s.height;
					}
				}
				if (p_item->cells[i].mode == TreeItem::CELL_MODE_CUSTOM && p_item->cells[i].custom_button) {
					height += theme_cache.custom_button->get_minimum_size().height;
				}
			} break;
			default: {
			}
		}
	}
	int item_min_height = MAX(theme_cache.font->get_height(theme_cache.font_size), p_item->get_custom_minimum_height());
	if (height < item_min_height) {
		height = item_min_height;
	}
	height += theme_cache.v_separation;
	return height;
}
int Tree::get_item_height(TreeItem *p_item) const {