### 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, cells.size(), false);
	return cells[p_column].checked;
}
bool TreeItem::is_indeterminate(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].indeterminate;
}
void TreeItem::propagate_check(int p_column, bool p_emit_signal) {
	bool ch = cells[p_column].checked;
	if (p_emit_signal) {
		tree->emit_signal(SNAME("check_propagated_to_item"), this, p_column);
	}
	_propagate_check_through_children(p_column, ch, p_emit_signal);
	_propagate_check_through_parents(p_column, p_emit_signal);
}
void TreeItem::_propagate_check_through_children(int p_column, bool p_checked, bool p_emit_signal) {
	TreeItem *current = get_first_child();
	while (current) {
		current->set_checked(p_column, p_checked);
		if (p_emit_signal) {
			current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
		}
		current->_propagate_check_through_children(p_column, p_checked, p_emit_signal);
		current = current->get_next();
	}
}
void TreeItem::_propagate_check_through_parents(int p_column, bool p_emit_signal) {