### 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, columns.size(), false);
	return columns[p_column].expand;
}
int Tree::get_column_expand_ratio(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), 1);
	return columns[p_column].expand_ratio;
}
bool Tree::is_column_clipping_content(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, columns.size(), false);
	return columns[p_column].clip_content;
}
TreeItem *Tree::get_selected() const {
	return selected_item;
}
void Tree::set_selected(TreeItem *p_item, int p_column) {
	ERR_FAIL_INDEX(p_column, columns.size());
	ERR_FAIL_NULL(p_item);
	select_single_item(p_item, get_root(), p_column);
}
int Tree::get_selected_column() const {
	return selected_col;
}
TreeItem *Tree::get_edited() const {
	return edited_item;
}
int Tree::get_edited_column() const {
	return edited_col;
}
TreeItem *Tree::get_next_selected(TreeItem *p_item) {