### 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 (p_item && !p_item->is_visible()) {
		
		return 0;
	}
	int item_h = compute_item_height(p_item) + theme_cache.v_separation;
	bool skip = (p_item == root && hide_root);
	if (!skip && p_pos.y < item_h) {
		
		if (range_click_timer->get_time_left() > 0 && p_item != range_item_last) {
			return -1;
		}
		if (!p_item->disable_folding && !hide_folding && p_item->first_child && (p_pos.x >= x_ofs && p_pos.x < (x_ofs + theme_cache.item_margin))) {
			if (enable_recursive_folding && p_mod->is_shift_pressed()) {
				p_item->set_collapsed_recursive(!p_item->is_collapsed());
			} else {
				p_item->set_collapsed(!p_item->is_collapsed());
			}
			return -1;
		}
		int x = p_pos.x;
		
		int col = -1;
		int col_ofs = 0;
		int col_width = 0;
		int limit_w = x_limit;
		for (int i = 0; i < columns.size(); i++) {
			col_width = get_column_width(i);