### 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
v_scroll->set_value(drag_from + drag_accum);
			drag_speed = -mm->get_velocity().y;
		}
	}
	Ref<InputEventMouseButton> mb = p_event;
	if (mb.is_valid()) {
		bool rtl = is_layout_rtl();
		if (!mb->is_pressed()) {
			if (mb->get_button_index() == MouseButton::LEFT ||
					mb->get_button_index() == MouseButton::RIGHT) {
				Point2 pos = mb->get_position();
				if (rtl) {
					pos.x = get_size().width - pos.x;
				}
				pos -= theme_cache.panel_style->get_offset();
				if (show_column_titles) {
					pos.y -= _get_title_button_height();
					if (pos.y < 0) {
						pos.x += theme_cache.offset.x;
						int len = 0;
						for (int i = 0; i < columns.size(); i++) {
							len += get_column_width(i);
							if (pos.x < static_cast<real_t>(len)) {
								emit_signal(SNAME("column_title_clicked"), i, mb->get_button_index());
								break;
							}
						}
					}
				}
			}