### 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 (rect.has_point(mpos)) {
							if (!edit_selected()) {
								emit_signal(SNAME("item_icon_double_clicked"));
							}
						} else {
							emit_signal(SNAME("item_icon_double_clicked"));
						}
					}
					pressing_for_editor = false;
				}
				if (drag_touching) {
					if (drag_speed == 0) {
						drag_touching_deaccel = false;
						drag_touching = false;
						set_physics_process_internal(false);
					} else {
						drag_touching_deaccel = true;
					}
				}
			}
			if (cache.click_type == Cache::CLICK_BUTTON && cache.click_item != nullptr) {
				
				cache.click_item = get_item_at_position(cache.click_pos);
				emit_signal("button_clicked", cache.click_item, cache.click_column, cache.click_id, mb->get_button_index());
			}
			cache.click_type = Cache::CLICK_NONE;
			cache.click_index = -1;
			cache.click_id = -1;
			cache.click_item = nullptr;
			cache.click_column = 0;