### 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_event->is_action_pressed("ui_text_newline_blank", true)) {
		accept_event();
	} else if (p_event->is_action_pressed("ui_text_newline")) {
		popup_editor->hide();
		_apply_multiline_edit();
		accept_event();
	}
}
void Tree::_apply_multiline_edit() {
	if (!popup_edited_item) {
		return;
	}
	if (popup_edited_item_col < 0 || popup_edited_item_col > columns.size()) {
		return;
	}
	TreeItem::Cell &c = popup_edited_item->cells.write[popup_edited_item_col];
	switch (c.mode) {
		case TreeItem::CELL_MODE_STRING: {
			c.text = text_editor->get_text();
		} break;
		default: {
			ERR_FAIL();
		}
	}
	item_edited(popup_edited_item_col, popup_edited_item);
	queue_redraw();
}
void Tree::_line_editor_submit(String p_text) {