### 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, cells.size());
	r_min = cells[p_column].min;
	r_max = cells[p_column].max;
	r_step = cells[p_column].step;
}
void TreeItem::set_metadata(int p_column, const Variant &p_meta) {
	ERR_FAIL_INDEX(p_column, cells.size());
	cells.write[p_column].meta = p_meta;
}
Variant TreeItem::get_metadata(int p_column) const {
	ERR_FAIL_INDEX_V(p_column, cells.size(), Variant());
	return cells[p_column].meta;
}
void TreeItem::set_custom_draw(int p_column, Object *p_object, const StringName &p_callback) {
	ERR_FAIL_INDEX(p_column, cells.size());
	ERR_FAIL_NULL(p_object);
	cells.write[p_column].custom_draw_obj = p_object->get_instance_id();
	cells.write[p_column].custom_draw_callback = p_callback;
}
void TreeItem::set_collapsed(bool p_collapsed) {