### 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(), 0);
	return cells[p_column].val;
}
bool TreeItem::is_range_exponential(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), false);
	return cells[p_column].expr;
}
void TreeItem::set_range_config(int p_column, double p_min, double p_max, double p_step, bool p_exp) {
	ERR_FAIL_INDEX(p_column, cells.size());
	if (cells[p_column].min == p_min && cells[p_column].max == p_max && cells[p_column].step == p_step && cells[p_column].expr == p_exp) {
		return;
	}
	cells.write[p_column].min = p_min;
	cells.write[p_column].max = p_max;
	cells.write[p_column].step = p_step;
	cells.write[p_column].expr = p_exp;
	_changed_notify(p_column);
}
void TreeItem::get_range_config(int p_column, double &r_min, double &r_max, double &r_step) const {