### 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 (tree->popup_edited_item == this) {
			tree->popup_edited_item = nullptr;
			tree->popup_pressing_edited_item = nullptr;
			tree->pressing_for_editor = false;
		}
		if (tree->cache.hover_item == this) {
			tree->cache.hover_item = nullptr;
		}
		if (tree->selected_item == this) {
			tree->selected_item = nullptr;
		}
		if (tree->drop_mode_over == this) {
			tree->drop_mode_over = nullptr;
		}
		if (tree->single_select_defer == this) {
			tree->single_select_defer = nullptr;
		}
		if (tree->edited_item == this) {
			tree->edited_item = nullptr;
			tree->pressing_for_editor = false;
		}
		tree->queue_redraw();
	}
	tree = p_tree;
	if (tree) {
		tree->queue_redraw();
		cells.resize(tree->columns.size());
	}
}
void TreeItem::set_cell_mode(int p_column, TreeCellMode p_mode) {