### 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 (mb->get_button_index() == MouseButton::LEFT) {
				if (single_select_defer) {
					select_single_item(single_select_defer, root, single_select_defer_column);
					single_select_defer = nullptr;
				}
				range_click_timer->stop();
				if (pressing_for_editor) {
					if (range_drag_enabled) {
						range_drag_enabled = false;
						Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
						warp_mouse(range_drag_capture_pos);
					} else {
						Rect2 rect = get_selected()->get_meta("__focus_rect");
						Point2 mpos = mb->get_position();
						int icon_size_x = 0;
						Ref<Texture2D> icon = get_selected()->get_icon(selected_col);
						if (icon.is_valid()) {
							Rect2i icon_region = get_selected()->get_icon_region(selected_col);
							if (icon_region == Rect2i()) {
								icon_size_x = icon->get_width();
							} else {
								icon_size_x = icon_region.size.width;
							}
						}
						
						if (rtl) {
							mpos.x = get_size().width - (mpos.x + icon_size_x);
						} else {
							mpos.x -= icon_size_x;
						}