### 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
} else {
		font = theme_cache.font;
	}
	int font_size;
	if (p_item->cells[p_col].custom_font_size > 0) {
		font_size = p_item->cells[p_col].custom_font_size;
	} else {
		font_size = theme_cache.font_size;
	}
	p_item->cells.write[p_col].text_buf->add_string(valtext, font, font_size, p_item->cells[p_col].language);
	BitField<TextServer::LineBreakFlag> break_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_TRIM_EDGE_SPACES;
	switch (p_item->cells.write[p_col].autowrap_mode) {
		case TextServer::AUTOWRAP_OFF:
			break;
		case TextServer::AUTOWRAP_ARBITRARY:
			break_flags.set_flag(TextServer::BREAK_GRAPHEME_BOUND);
			break;
		case TextServer::AUTOWRAP_WORD:
			break_flags.set_flag(TextServer::BREAK_WORD_BOUND);
			break;
		case TextServer::AUTOWRAP_WORD_SMART:
			break_flags.set_flag(TextServer::BREAK_WORD_BOUND);
			break_flags.set_flag(TextServer::BREAK_ADAPTIVE);
			break;
	}
	p_item->cells.write[p_col].text_buf->set_break_flags(break_flags);
	TS->shaped_text_set_bidi_override(p_item->cells[p_col].text_buf->get_rid(), structured_text_parser(p_item->cells[p_col].st_parser, p_item->cells[p_col].st_args, valtext));
	p_item->cells.write[p_col].dirty = false;
}
void Tree::update_item_cache(TreeItem *p_item) {