### 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
TreeItem *next = selected_item->get_first_child();
			while (next && next != selected_item->next) {
				next->set_collapsed(true);
				next = next->get_next_visible();
			}
		} else {
			_go_left();
		}
	} else if (p_event->is_action("ui_up", true) && p_event->is_pressed() && !is_command) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		_go_up();
	} else if (p_event->is_action("ui_down", true) && p_event->is_pressed() && !is_command) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		_go_down();
	} else if (p_event->is_action("ui_page_down", true) && p_event->is_pressed()) {
		if (!cursor_can_exit_tree) {
			accept_event();
		}
		TreeItem *next = nullptr;
		if (!selected_item) {
			return;
		}
		next = selected_item;
		for (int i = 0; i < 10; i++) {
			TreeItem *_n = next->get_next_visible();
			if (_n) {