### 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_argcount < 1) {
		r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
		r_error.argument = 0;
		return;
	}
	if (p_args[0]->get_type() != Variant::STRING && p_args[0]->get_type() != Variant::STRING_NAME) {
		r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
		r_error.argument = 0;
		r_error.expected = Variant::STRING_NAME;
		return;
	}
	StringName method = *p_args[0];
	call_recursive(method, &p_args[1], p_argcount - 1, r_error);
}
void recursive_call_aux(TreeItem *p_item, const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	if (!p_item) {
		return;
	}
	p_item->callp(p_method, p_args, p_argcount, r_error);
	TreeItem *c = p_item->get_first_child();
	while (c) {
		recursive_call_aux(c, p_method, p_args, p_argcount, r_error);
		c = c->get_next();
	}
}
void TreeItem::call_recursive(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	recursive_call_aux(this, p_method, p_args, p_argcount, r_error);
}
void TreeItem::_bind_methods() {