### 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
} else {
				return nullptr;
			}
		}
	} else {
		current = prev_item;
		while ((!current->collapsed || p_include_invisible) && current->first_child) {
			
			current = current->first_child;
			while (current->next) {
				current = current->next;
			}
		}
	}
	return current;
}
TreeItem *TreeItem::get_prev_visible(bool p_wrap) {
	TreeItem *loop = this;
	TreeItem *prev_item = this->_get_prev_in_tree(p_wrap);
	while (prev_item && !prev_item->is_visible()) {
		prev_item = prev_item->_get_prev_in_tree(p_wrap);
		if (prev_item == loop) {
			
			prev_item = nullptr;
			break;
		}
	}
	return prev_item;
}
TreeItem *TreeItem::_get_next_in_tree(bool p_wrap, bool p_include_invisible) {