### 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
if (p_item->cells[i].expand_right) {
				int plus = 1;
				while (i + plus < columns.size() && !p_item->cells[i + plus].editable && p_item->cells[i + plus].mode == TreeItem::CELL_MODE_STRING && p_item->cells[i + plus].text.is_empty() && p_item->cells[i + plus].icon.is_null()) {
					col_width += theme_cache.h_separation;
					col_width += get_column_width(i + plus);
					plus++;
				}
			}
			if (x > col_width) {
				col_ofs += col_width;
				x -= col_width;
				limit_w -= col_width;
				continue;
			}
			col = i;
			break;
		}
		if (col == -1) {
			return -1;
		} else if (col == 0) {
			int margin = x_ofs + theme_cache.item_margin; 
			
			col_width -= margin;
			limit_w -= margin;
			col_ofs += margin;
			x -= margin;
		} else {
			col_width -= theme_cache.h_separation;
			limit_w -= theme_cache.h_separation;
			x -= theme_cache.h_separation;