### 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
TreeItem *it = _find_item_at_pos(root, pos, col, h, section);
		if (it) {
			const TreeItem::Cell &c = it->cells[col];
			int col_width = get_column_width(col);
			for (int i = 0; i < col; i++) {
				pos.x -= get_column_width(i);
			}
			for (int j = c.buttons.size() - 1; j >= 0; j--) {
				Ref<Texture2D> b = c.buttons[j].texture;
				Size2 size = b->get_size() + theme_cache.button_pressed->get_minimum_size();
				if (pos.x > col_width - size.width) {
					String tooltip = c.buttons[j].tooltip;
					if (!tooltip.is_empty()) {
						return tooltip;
					}
				}
				col_width -= size.width;
			}
			String ret;
			if (it->get_tooltip_text(col) == "") {
				ret = it->get_text(col);
			} else {
				ret = it->get_tooltip_text(col);
			}
			return ret;
		}
	}
	return Control::get_tooltip(p_pos);
}
void Tree::set_cursor_can_exit_tree(bool p_enable) {