### 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
size.width += text_size.width;
			size.height = MAX(size.height, text_size.height);
		}
		
		if (cell.mode == CELL_MODE_CHECK) {
			size.width += parent_tree->theme_cache.checked->get_width() + parent_tree->theme_cache.h_separation;
		}
		if (cell.icon.is_valid()) {
			Size2i icon_size = parent_tree->_get_cell_icon_size(cell);
			size.width += icon_size.width + parent_tree->theme_cache.h_separation;
			size.height = MAX(size.height, icon_size.height);
		}
		
		for (int i = 0; i < cell.buttons.size(); i++) {
			Ref<Texture2D> texture = cell.buttons[i].texture;
			if (texture.is_valid()) {
				Size2 button_size = texture->get_size() + parent_tree->theme_cache.button_pressed->get_minimum_size();
				size.width += button_size.width;
				size.height = MAX(size.height, button_size.height);
			}
		}
		if (cell.buttons.size() >= 2) {
			size.width += (cell.buttons.size() - 1) * parent_tree->theme_cache.button_margin;
		}
		cells.write[p_column].cached_minimum_size = size;
		cells.write[p_column].cached_minimum_size_dirty = false;
	}
	return cell.cached_minimum_size;
}
void TreeItem::_call_recursive_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {