### 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
c.selected = false;
				}
				
			}
		}
	}
	if (!switched && r_in_range && *r_in_range && (p_current == p_selected || p_current == p_prev)) {
		*r_in_range = false;
	}
	TreeItem *c = p_current->first_child;
	while (c) {
		select_single_item(p_selected, c, p_col, p_prev, r_in_range, p_current->is_collapsed() || p_force_deselect);
		c = c->next;
	}
}
Rect2 Tree::search_item_rect(TreeItem *p_from, TreeItem *p_item) {
	return Rect2();
}
void Tree::_range_click_timeout() {
	if (range_item_last && !range_drag_enabled && Input::get_singleton()->is_mouse_button_pressed(MouseButton::LEFT)) {
		Point2 pos = get_local_mouse_position() - theme_cache.panel_style->get_offset();
		if (show_column_titles) {
			pos.y -= _get_title_button_height();
			if (pos.y < 0) {
				range_click_timer->stop();
				return;
			}
		}
		if (!root) {
			return;