### 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
ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].expand_right;
}
void TreeItem::set_disable_folding(bool p_disable) {
	if (disable_folding == p_disable) {
		return;
	}
	disable_folding = p_disable;
	for (Cell &c : cells) {
		c.cached_minimum_size_dirty = true;
	}
	_changed_notify(0);
}
bool TreeItem::is_folding_disabled() const {
	return disable_folding;
}
Size2 TreeItem::get_minimum_size(int p_column) {
	ERR_FAIL_INDEX_V(p_column, cells.size(), Size2());
	Tree *parent_tree = get_tree();
	ERR_FAIL_NULL_V(parent_tree, Size2());
	const TreeItem::Cell &cell = cells[p_column];
	if (cell.cached_minimum_size_dirty) {
		Size2 size;
		
		if (!cell.text.is_empty()) {
			if (cell.dirty) {
				parent_tree->update_item_cell(this, p_column);
			}
			Size2 text_size = cell.text_buf->get_size();