### 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 visible;
}
void TreeItem::uncollapse_tree() {
	TreeItem *t = this;
	while (t) {
		t->set_collapsed(false);
		t = t->parent;
	}
}
void TreeItem::set_custom_minimum_height(int p_height) {
	if (custom_min_height == p_height) {
		return;
	}
	custom_min_height = p_height;
	for (Cell &c : cells) {
		c.cached_minimum_size_dirty = true;
	}
	_changed_notify();
}
int TreeItem::get_custom_minimum_height() const {
	return custom_min_height;
}
TreeItem *TreeItem::create_child(int p_index) {