### 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
if (selected_col == (columns.size() - 1)) {
		if (selected_item->get_first_child() != nullptr && selected_item->is_collapsed()) {
			selected_item->set_collapsed(false);
		} else if (selected_item->get_next_visible()) {
			selected_col = 0;
			_go_down();
		}
	} else {
		if (select_mode == SELECT_MULTI) {
			selected_col++;
			emit_signal(SNAME("cell_selected"));
		} else {
			selected_item->select(selected_col + 1);
		}
	}
	queue_redraw();
	ensure_cursor_is_visible();
	accept_event();
}
void Tree::_go_up() {