### 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
}
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::value_editor_changed(double p_value) {
	if (updating_value_editor) {
		return;
	}
	if (!popup_edited_item) {
		return;
	}
	TreeItem::Cell &c = popup_edited_item->cells.write[popup_edited_item_col];
	c.val = p_value;
	text_editor->set_text(String::num(c.val, Math::range_step_decimals(c.step)));
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::popup_select(int p_option) {
	if (!popup_edited_item) {
		return;
	}
	if (popup_edited_item_col < 0 || popup_edited_item_col > columns.size()) {
		return;
	}
	popup_edited_item->cells.write[popup_edited_item_col].val = p_option;
	
	queue_redraw();
	item_edited(popup_edited_item_col, popup_edited_item);
}
void Tree::_go_left() {