### 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_emit_signal) {
		current->tree->emit_signal(SNAME("check_propagated_to_item"), current, p_column);
	}
	current->_propagate_check_through_parents(p_column, p_emit_signal);
}
void TreeItem::set_text(int p_column, String p_text) {
	ERR_FAIL_INDEX(p_column, cells.size());
	if (cells[p_column].text == p_text) {
		return;
	}
	cells.write[p_column].text = p_text;
	cells.write[p_column].dirty = true;
	if (cells[p_column].mode == TreeItem::CELL_MODE_RANGE) {
		Vector<String> strings = p_text.split(",");
		cells.write[p_column].min = INT_MAX;
		cells.write[p_column].max = INT_MIN;
		for (int i = 0; i < strings.size(); i++) {
			int value = i;
			if (!strings[i].get_slicec(':', 1).is_empty()) {
				value = strings[i].get_slicec(':', 1).to_int();
			}
			cells.write[p_column].min = MIN(cells[p_column].min, value);
			cells.write[p_column].max = MAX(cells[p_column].max, value);
		}
		cells.write[p_column].step = 0;
	}
	cells.write[p_column].cached_minimum_size_dirty = true;
	_changed_notify(p_column);
}
String TreeItem::get_text(int p_column) const {