### 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
return (selected_item != nullptr);
}
void Tree::clear() {
	ERR_FAIL_COND(blocked > 0);
	if (pressing_for_editor) {
		if (range_drag_enabled) {
			range_drag_enabled = false;
			Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
			warp_mouse(range_drag_capture_pos);
		}
		pressing_for_editor = false;
	}
	if (root) {
		memdelete(root);
		root = nullptr;
	};
	selected_item = nullptr;
	edited_item = nullptr;
	popup_edited_item = nullptr;
	popup_pressing_edited_item = nullptr;
	queue_redraw();
};
void Tree::set_hide_root(bool p_enabled) {