### 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
popup_editor->hide();
	TreeItem::Cell &selected_cell = p_selected->cells.write[p_col];
	bool switched = false;
	if (r_in_range && !*r_in_range && (p_current == p_selected || p_current == p_prev)) {
		*r_in_range = true;
		switched = true;
	}
	bool emitted_row = false;
	for (int i = 0; i < columns.size(); i++) {
		TreeItem::Cell &c = p_current->cells.write[i];
		if (!c.selectable) {
			continue;
		}
		if (select_mode == SELECT_ROW) {
			if (p_selected == p_current && (!c.selected || allow_reselect)) {
				c.selected = true;
				selected_item = p_selected;
				selected_col = 0;
				if (!emitted_row) {
					emit_signal(SNAME("item_selected"));
					emitted_row = true;
				}
			} else if (c.selected) {
				if (p_selected != p_current) {