### 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 (!tree) {
		return;
	}
	set_collapsed(p_collapsed);
	TreeItem *child = get_first_child();
	while (child) {
		child->set_collapsed_recursive(p_collapsed);
		child = child->get_next();
	}
}
bool TreeItem::_is_any_collapsed(bool p_only_visible) {
	TreeItem *child = get_first_child();
	
	while (child) {
		if (child->get_first_child() && child->is_collapsed() && (!p_only_visible || (child->is_visible() && child->get_visible_child_count()))) {
			return true;
		}
		child = child->get_next();
	}
	child = get_first_child();
	
	while (child) {
		if (child->get_first_child() && (!p_only_visible || (child->is_visible() && child->get_visible_child_count())) && child->_is_any_collapsed(p_only_visible)) {
			return true;
		}
		child = child->get_next();
	}
	return false;
}
bool TreeItem::is_any_collapsed(bool p_only_visible) {