### 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 (pos.x < w) {
					r_column = i;
					return p_item;
				}
				pos.x -= w;
			}
			return nullptr;
		} else {
			pos.y -= h;
		}
	} else {
		h = 0;
	}
	if (p_item->is_collapsed() || !p_item->is_visible()) {
		return nullptr; 
	}
	TreeItem *n = p_item->get_first_child();
	while (n) {
		int ch;
		TreeItem *r = _find_item_at_pos(n, pos, r_column, ch, section);
		pos.y -= ch;
		h += ch;
		if (r) {
			return r;
		}
		n = n->get_next();
	}
	return nullptr;
}
int Tree::get_column_at_position(const Point2 &p_pos) const {