### 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(p_column, columns.size());
	if (columns[p_column].expand == p_expand) {
		return;
	}
	columns.write[p_column].expand = p_expand;
	queue_redraw();
}
void Tree::set_column_expand_ratio(int p_column, int p_ratio) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].expand_ratio == p_ratio) {
		return;
	}
	columns.write[p_column].expand_ratio = p_ratio;
	queue_redraw();
}
void Tree::set_column_clip_content(int p_column, bool p_fit) {
	ERR_FAIL_INDEX(p_column, columns.size());
	if (columns[p_column].clip_content == p_fit) {
		return;
	}
	columns.write[p_column].clip_content = p_fit;
	queue_redraw();
}
bool Tree::is_column_expanding(int p_column) const {